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Produced under licence from Games Workshop Limited.@ 2017 Games Workshop Limlted. All rights raerved.

Games Workshop and Warhammer are registered trademarks of Games Workshop limited and are used with permission.
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Produced under licence from


Games Workshop limited. © 2017
Games Workshop limited. All rights
reserved.
Games Workshop and Warhammer
are registeree-trademarks of Games
Workshop Limited and are used
with permission.
No part of this book may be repro­
duced in any form or by any means
without prior permission from the
publishers.
All characters are fictitious; any
resemblance to persons living or
dead is purely coincidental.

WARHAMMER FANTASY ROLEPLAY


is a Cubicle 7 Entertainment Ltd
publication.
WARHAMMER FANTASY ROLE PLAY

� THE OLD WORLD �

ven tried hard not to be so tense, but it was difficult. His teeth
were clamped tightly, and his mouth was dry; his knuckles were
white from gripping the hilt of his sword, and sweat ran down
his forehead, making his eyes sting. In the flickering light of three tor­
ches, and in complete silence, he waited for Abrahim to finish his
work.
Sven drew some comfort from the fact that most of his fellow col­
leagues were at least as nervous as him. Friedrich-Gustav, the young
son of the Lord of the Auerswald, looked pale and sickly in the light of
the brand he held above Abrahim. The boy-noble had proven himself in
combat already, but now - at the goal of their quest - he looked greatly
afraid of what they might find. Myllara's eyes shone brightly as she cast
rapid glances in all directions, unused to finding herself beneath the
ground; the elven Outrider had brought them safely through the wild
lands around the Auerswald, but now she found herself in the most
alien surroundings. And Elizabet - what was the Scribe thinking now?
All through their journey she had chattered endlessly about her work
at the University and her plans for the future. Suddenly that future
looked remote.

Four young adventurers, snatched from their homes and their safe
careers by the lure of glory, easy money and excitement! Sven
remembered his own days as a Fisherman as if they were someone
else's memories; now he was Sven the sword-wielder, a man prepared
to journey even to the Worlds Edge Mountains find adventure! And
what better way to start than this? The strange-sounding Arabian, who
had had to keep his cloak wrapped tightly about him throughout the
journey through the cold wastes, had brought them to this crypt, hid­
den beneath the earth, to find an ancient map, one which would lead
them to find a great treasure. And since he had sprinkled Gold Crowns
around town in the search for his brave party of adventurers, the prize
must be well worth the finding!
And so Sven waited, watching Abrahim work his slender tools inside
the great lock on the door. The Arab made no sound, none at all, until
the lock finally made a dull clicking noise, and he smiled his toothless
smile.
"It is open," he hissed.

His voice was in keeping with this creepy place, damp and unreal; he
made to stand up, pulling his cloak closer about him as if suddenly
cold. And Sven felt that cold himself, a chill that settled upon his back
as if something...
Perhaps it was just a premonition, or a warning from the Gods, but
Sven felt icy fingers touch his spine, and watched Abrahim step back, as
Friedrich-Gustav switched the torch to his left hand and made to pull
back the door. The nobleman and the elven Ranger had their backs to
him, and the Scribe was trying hard to catch a first glimpse of what lay
behind the door, but Sven was saved from the same fate by that chill,
and the sight of Abrahim pulling the hood of his cloak across his eyes,
as if to shield them from ...
There was a scream of horror, but Sven was not distracted. He knew
now that Abrahim was not all he seemed, and that he meant them
harm. A slender dagger, oozing a dull amber liquid, had appeared in his
hand, and was poised behind Friedrich-Gustav's back - Sven had only a
moment in which to act. The quick wits that had been so misused sit­
ting in his father's boat searching for fish, saved the nobleman's life. He
lashed out with his sword, breaking the knife blade, and cutting into
the Arab's arm. The folds of his cloak snared the sword for a moment,
but Sven pulled it free and struck again. The cloak fell free as his blade
tore through the man's flesh, and both dropped to the floor. Sven step­
ped back. In two swift moves he had killed a man. It didn't feel the
same as fighting goblins or watching others killing for sport or justice...
Perhaps he wasn't cut out for this adventuring life ...
Behind him, unaware, Friedrich-Gustav and Myllara had slammed
the doors shut once more. "Snakes! Hundreds of them!" wailed
Elizabet . And then: "Sven - what happened, what's wrong with
Abrahim? Is he hurt - oh!"
The Scribe had bent to the body, to see if there was anything to be
done, but stopped without touching him. Friedrich-Gustav brought the
light closer, and held it over Abrahim, so that they could all see.
Beneath the cloak, Abrahim's torso was bare, and blood still seeped
from a savage cut through his midriff. But - even though covered in
blood - it was still obvious that where there should have been skin,
there was the dull gleam of pale green scales...
They stared at the body for a long time, silent once more. When
Elizabet next spoke, it was with a voice choking in disbelief and fear.
"He was a snake ... like them... "
"Why did he bring us here?" Friedrich-Gustav was as afraid as any of
them. "Was he bringing us to... them?" No-one answered, even though
they all knew it was true. The man they had known as Abrahim was not
wholly a man, but some sort of snake-man, or lizard-man, a creature
unnatural and evil. And Sven had killed it, and saved them.
"At least we' re alive," said Myllara, "even if the story about the map
was just a trick to lure us here."
"We don't know there wasn't a map," said Sven, suddenly enbolden­
ed. "There really might be treasure in there. Remember all that gold he
had."
They looked then, one to another. They made their decision with
nods and grim smiles, readying their weapons, along with some oil and
torches. Only when they were completely prepared did the four adven­
turers prepare to open the doors again...
Sven's adventures arejust beginning - and now you can begin your
career as an adventurer in the Old World, the setting/or the Warham­
mer Fantasy Roleplay Game. In this book you will find all the rules
and information you need to play this exciting game of heroic magic
and sword-play, in an easy-to-follow format. Read on, for this is
where the adventure starts...

4
• CREDITS •

A GAME DESIGN AND DEVELOPMENT: A ,\RT EDITOR: John Blanche.


Richard Halliwell, Rick Priestley,
Graeme Davis, Jim Dambra A PRODUCTION MANAGER: Alan Merrett.
& Phil Gallagher.
A DEVELOPMENT MANAGER:
A "THE OLDENHALLER CONTRACT" Jervis Johnson.
was written by Richard Halliwell
and developed by Graeme Davis.
A VISUALISING: Charles Elliott
& Mark Craven.
A EDITING: Paul Cockburn.
A TYPESETTING:Julie Weaving
A ADDITIONAL MATERIAL: & Gail Morgan.
Bryan Ansell, Jervis Johnson,
Alan Merrett & Paul Vernon.· A PROOF-READING: lhlcy Shaw.
A ADDITIONAL EDITING: Jim Dambra, A PASTE-UP & FINISHED ART:
Simon Forrest & Phil Gallagher. Oliver Campbell, Ruth Jeffery;
Susan Mcloughlin, David Oliver,
A COVER ARTWORK: John Sibbick. Joanne Podoski & Ian Varley.

A INTERIOR ILLUSTRATIONS: A SPECIAL THANKS TO:


Tony. Ackland. Kevin Adams, Jes Goodwin,
Aly Morrison, Trish Morrison
A DIAGRAMS: Dave Andrews. & Bob Naismith,
for ideas and help during the
A ADDITIONAL ILLUSTRATION: development and production
Dave Andrews, John Blanche of this book.
Colin Dixon, Jes Goodwin,
&John Sibbick. PRODUCED BY THE GAMES
.A GRAPHIC DESIGN: Charles Elliott. .A WORKSHOP DESIGN STUDIO.
•CONTENTS• ___________________
INTRODUCTION ...........................•............ 9 SECTION 4: MAGIC ..•.•••.� ......... _ .........131 Level Fo-or..............................-.....•.-,.1'59
Dcmonologist·s Spells ...........................160
SECTION 1: THE PLAYERS' SECTION....11
Spcllcasters ..........................................133 Level Onc. ...........................................162
M2gi.c .Levels.............................-......... I 33 Level Two .........................,.................162
Characteristics ....................................... 13
Magic Polnu........................................133 Level ;nitce......................................... 165
The P-rofilc..•....-...................................14 level Fout...........................................165
Racial Abilities....................................... I 4 Power Levcls.......................................134
Elemental Spells................................... I 66
Age ....................................................... IS Spells .......,.......................................... 134
Level Ortc•..._......................................166
Allgnmctu·.............................................. IS Completing Careers..............................136 Level l'wo...........................................167
Fate ....................................................... IS Magician Careers..................................136 Level thtec.........................................168
Career Classes.......... -............................16 Ak:hcmist ............................. -............. 141 Level Pout ...........................................170
kilts ..................................................... 16 Wizard .............. ...,............................... 142 Illusionist Spdls............................,......171
Trappings .............................................. 18 Demonologist ...................................... 145 level O-nc........................................._172
Determining Carccr................................ 18 Elementalist .... �.. -............................... 146 level Two._., .....................................172
Illusionist •.. -..................................... 147 Level Thtce......• -................................173
Summary of Ch2ractcr Generation ..........20
Necromancer ....................................... 148
Basic <:arcers ............................... -........20
Skllfs................................, .................... 45
Priest careets....................................... 149
Level Jlour...........................................174
Necromantic Spclls...............................175
Druidic Priest.., ...................................1SI Level One ............................................ 176
SECTION 2, THE GAMESMASTER ...........6 1 Petty Magic SpcU.,................................153 Level 'I'wo...........................................176

---·
Battle Magic.........................................155 Level 'thrcc........................-...............177
What a Gamesmaster Does.....................63 Level -Olle'...-.......................................1'55 Level Jlour........................................,..178

-
Tests ·····--··········· .. ·--·"·······"'······ ..-· .... 64 Level Two ...........................................156
Fate -Potna............................................ 72 Level 'lbrec.........................................158
Time and Motion ...................................72
Ught and Darlrncss................................76
Buildings ............................................... 76
Traps ..... 0- ............................................ 79
Fli-c ....••...._•..........•..•.., .•.•.,................... 80
Polson. DiSC2SC and Insanlty ................... 80
Allgnment ..............................................89
Character Advancement and Experience..90
Advanced careers..................................94
Designing Scenarios .............................107
Creating Non·Player Characters............ I I 0

SECTION 3, COMBAT ........................... 113

The Scene of Battle ..............................115


Positioning and Detection....................115
More About Rounds ............................. I 16
Initiative and Surprise .......................... I I 6 .
Hand·tO·Hand Combat ..........................1 I 7
Winning, Losing and Fltting................119
Weapons ............................................. 119
Annour................................................121
Special Damage ....................................122
Special Combat....................................125
Missile Firc .•. �....._..............................126
Wounds and Recovery ............., ...........129

6
Druidic Priest Spclls..,.......................... 178 SECTION 6: THE BESTIARY ............... .211 Settlement Patterns in the Old World... 286
Level One.........-.............,............. --....180 Travel in the Old World. ...................... 289
Level 'rwo........................... ·-···-··-··�180 Introduction ........................................ 213 Languages in the Old World................. 291
Level �.........................................181 Humanoid Creatures............................. 2 16 Consumer Guide............... -..•..............292
Level Pout......................... _................181 Animals & Monstets.............................231
Magic ltcmS. .................................._. .....183
Undead.. ............................................... 248 SECTION 8: THE OLDENHALLER
SECTION 5: RELIGION & BELIEF .......191 Ethereal Undcad................................... 252 CONTRACT (SCENARIO)......................299
Elememals ........................................... 254
Popular Attitudcs................................. 193 Dcmons............................................... 255 The Cbllracten..................................... 301
Characters and the Gods ...................... 193 Format ·--n..-.-. ............-..................... 301
SECTION 7: THE WORLD GUIDE ........259 Preparation.......................................... 301
Minor Deities.......................................193
Temples............................................... 193 The AsyltmL.....................'.................•.307
Wrath of the Gods............................... 194 A Guide to the Old World.................... 261 The Schatzenheimer Base......................307
Veneration of Chaos Gods.................... 195 The History of the World.....................263 The Valantina Btse............................... 310
Veneration of Other O u tlawed Gods..... 195 The Old World.................................... 270 The s-ers..............._ ......................... 313
Gods of the Old World........................ 195 The Badbnds.......................................271 The Huydennan.s Basc..........................31 S
The Border Princes ............................. ,27 I Beasts of Nw-gle.... :..............................318
Lesser Dciti:es.......................................205
Bretollllia. ............................................ 274 Nurgle·s Rot................. �-................... 318
The Old Faitb......................................2o6
The Estalian Klngdoms.........................277 Ending the Advcnture...... ..................... 318
Nonhuman Deities...............................208
K islev.................................................. 278 Player Chatacters.................................319
Chaos Gods......................................... 210
The Tllean City States .......................... 279 APPENDIX I BUILDINGS OF
Law God$............................................210

-
The Wastelmd........................ : ............ 280 THE OLD WORLD..............................327
APPENDIX 2 CHARTS & TABLES..........336

-.
The Empire..........................................281
APPENDIX 3 CAREER SUMMARY
TABLES ...................... -.......................344
-.. SAMPLE CHARACTER SHEET ................ 365
·,

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,/,. /

7
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WARHAMMER FANTASY ROLE PLAY

� INTRODUCTION·•

rn
•USING THIS RULEBOOK•
his rulebook includes all the material you will need
to play a game ofWarhammer, except the dice and
some of the optional play-aids. Warhammer is large­
ly a game built from the imaginations of its players,
and needs few physical components. As you read
happen quite often! On such occasions it helps everyone to pic­
ture the scene - to know the positions of characters relative to
each_other and to scenlc features, such as doors, walls, windows,
etc - 1f the GM draws out a map or actually places a scale plan on
the tabletop. The positions of characters, or of other features,
can then be indicated. Most players prefer to use models to
represent their characters, and a huge variety of models are
available for this.
these rules and play your first games, you will begin to ap­
preciate how it works and what additional help you require.
•THE ACTION•
This rulebook is set out in eight major sections, each marked
with a full-page illustration and contents listing. Each section All the players have to do to play the game is to make dedsions
then breaks down into a number of different topics, with about what their characters are going to do and how they are go­
headers like the one at the top of this column. These contents ing to do it. This is quite easy. The players simply pretend to be
are also listed on the two pages before this one, with all of the their characters, and use their imagination to guide their actions
major topics. Using these topic headings, you ought to be able to as if they really were in the world described to them by the GM.
find a specific rule or piece of information without difficulty. The more the players believe in their roles and the more involv­
Just to make it truly easy, there are also quick reference topic ed they get in their characters the more rewarding the game will
listings on each page, which you will be able to see just by rifling be. Players· should always try to forget about the 'rules of the
through the book. game' and attempt to act the part of their character as realistical­
ly as possible. So, a character who is a sailor should act and
speak like one. He can complain about "land lubbers" and call
•WHAT IS A ROLEPLAYING GAME?• everyone "shipmate" or, if they are his superiors, "Cap'n"; and
he can use nautical language with a fair sprinkling of "arr Jim
lad", "avast behind" and other maritime expressions.
A roleplaying game is an adventure, in which you have the
leading parts to play. You can compare it to a play or film, in The task of controlling the players and their characters falls
which actors play the roles of characters and act through a upon the GM. This is a fairly weighty responsibility. The GM
preordained plot. In a roleplaying game each player takes the needs to be familiar with all the rules of the game and he needs
role of a character, a fictional personality who may be very dif­ to be able to apply them in a fair and even-handed fashion. He
ferent from the player himself. However, unlike in a film or play, also needs to know when not to stick to the rules but to use his
in the roleplaying game there is no fixed plot. Instead, the own judgement. Knowing when not to stick to the letter of the
players decide exactly what they want to do in any given situa­ rules is the sign of a good GM, and is something that only comes
tion, and then must discover if they were successful. with experience.
To decide what the players can or cannot do, whether they suc­ One final point. Throughout these rules we have tended to use
ceed or whether they fail in any action, there is the the word 'he', whenever we are talking about a single player or
gamesmaster (GM). The GM controls the world in which the character. Needless to say, whenever we have used the word 'he'
players' characters live; he is the final arbiter whose word can­ in this book we might just have easily have said 'she', and no
not be disobeyed. To help the GM decide what is possible and discrimination is implied or intended.
what is not, there are the rules you hold now. The GM
•THE FANTASY WORLD•
will use these rules to present a balanced setting in which the
fictional characters can adventure. He will make the adventure
seem real. But the rules arc only guidelines, and when the GM
feels he has to change them, he will. You have to accept that The area which the characters inhabit is a fantasy world, where
what the GM says are the rules of this game. strange and mysterious things can happen, where magic is real,
You will have realised by now that in order to play this game you and the forces of darkness are eternally ready to take control of
will need several people. You will need a gamesmaster and you the unwary. Much of the land is forested, mountainous, or other­
will need players. The minimum number of players is two and wise wild and dangerous - these places are home to all kinds of
the maximum practical number of players is probably about a perils: strange and evil creatures, renegades, bandits and the
half-dozen. It is possible for more to play, but only if at least followers of perverse cults.
some of those present are experienced adventurers. Players will soon find their characters f.tced with these dangers,
and they will be compelled to fight, outwit or flee from their
•THE PLAYING AREA•
enemies. Settlements are few, small and widely scanered, so
travel is not very common and always involves an element of
risk. In the deep woods live the Elves, an ancient culture not
Unlike a conventional game there is no formal 'board'. All of the always friendly to Humanity, whilst amongst the mountains
information needed by the players is written down by them dwell the proud remnants of the once mighty Dwarfs. But most
before the game using scrap paper or the special charts given of the friendly inhabitants of the Old World are Humans of a
later. A pen or pencil will, of course, be essential, as will scrap similar cultural background, speaking a version of a common
paper. The only other things you must have are dice. Role­ tongue and holding similar ideas about religion, philosophy, art
playing games utilise a variety of unusually shaped dice, and you and society to the adventurers themselves.
will need to purchase a set before you can begin to play. The use For the moment, the players need know no more about the
of these dice is explained a little later. world in which their characters live. This world will be in­
Sometimes the players' characters will become involved in troduced to them by the GM, and a coherent picture of its
fighting - theWarhammer world is a violent place and this will peoples, geography and history will unfold during the course of

9
play. Remember - a ceruin amount of ignorance about their own D8: A DB has eight sides and is rolled and read in exactly the
environment is to be expected of novice adventurers, many of same way as a D6. Your score is the number that shows
whom will be uneducated and (as yet) innocent of the ways of uppermost.
the world. D10: As with the D6 and DB, your score is the number that
See The World Guide Section for more details of the shows uppermost. However, most DI0s have a 0 rather than a 10
Fantasy World ofWarhammer. on one face, so you will have to remember that the score is 10:
D12: A Dl2 is rolled and read CX2ctly like a D6. Your score is the
•THE SCENARIO• number that shows uppermost.
The word scenario is widely used to describe a self-contained D20: The D20 is rolled and read in the same way as a D6; your
adventure. It might begin with the players' characters having a score is the number that shows uppermost. Note that some D20s
quiet drink in a local tn>cm, or entering a small town in search are numbered 1-10 (or 0-9) twice, rather than 1-20, in which case
of a bed for the night. It may lead onto a quest to recover a you will have to colour in one set of 1-10 with a wax crayon or
magical sword, or to defeat an ancient sorceror. The scenario is paint , to indicate that 10 should be added to the score. You
the stage for the adventure itself, which the GM must have should point out to other players that when you roll the col­
prepared before play can begin. To show what is expected, we oured 4 it means 14, etc.
have included a specially written scenario in this game called D100: Assuming you don't buy a single 100-sided dice, this does
The Oldenhaller Contract. not mean a single dice roll, but the result of rolling two ten­
The Oldenhaller Contract is a ready-to-play adventure, in sided dice. The aim is to give a number between 1 and 100. Roll
which all the necessary details have already been worked out. A a Dl0 for the 'tens' - so a score of 4 = 40, 7 = 70 etc (a score of
GM is still required, but we have provided extensive notes to 10 or 0 is 'no tens'. Next roll a dice for 'units' - so a score of 4 =
make the GM's job easier. 04, 7 = 07 etc. A score of 10 or 0 is 'no units'. If both dice tum
up 0 your score is 100.
Designing scenarios and running games is discussed in greater
detail in the Gamesmaster's Section of the rules. Ezample:
Tens dice scores 5 = 50 Units dice scores 7 = 07 TOTAL57
Tens dice scores 3 = 30 Units dice scores 0 = 00 10TAL30
•WINNING AND LOSING• Tens dice scores 0 = 00 Units dice scores 9 = 09 TOTAL09
In a roleplaying game there are no individual winners or losers. Dl00s are sometimes referred to as percentage dice or percentile
The players act together to try to overcome problems presented dice. This is because they are used to determine success in terms
by the GM. Only by co-operating will the characters survive the of a standard percentage(%) - 50% chance, 75 % chance etc.
dangers they face. W hen rolling for a % chance, the aim is to roll a number on the
dice which is equal to or less tban the % chance.
The object of the game is not only to survive (difficult enough
on occasions), but to survive in style! Characters in the game Example:
must earn money to live, and acquiring money will become On a 35 % chance, scores of 01-35 are succ(ssful, 36-00 are
quite important to them. Characters may have other aims too, failures
reflected by improving gaming abilities, such as the acquisition On an 85 % chance, scores of 01-85 are successful, 86-00 are
of new and useful skills. failures
The GM also cannot 'win' as such. His aim should be to provide D3, D2 ctc: It is possible to generate random scores of almost
an interesting and demanding game for the players. Because of any number using one or more of the dice. A D3, for example, is
his unique position , the GM could kill off a player's character at the score of a D6 halved and rounded up; giving potential scores
any time, but that is not the idea of the game and should not be of l I 2 2 3 3. A D2 is just any dice, low numbers counting as 1,
the aim of the GM. high numbers as 2. Alternatively , toss a coin.
•CREATURES AND CHARACTERS• •MULTIPL E DICE AND MODWIERS•
During their adventures, the players' characters will meet other Sometimes the rules will instruct you to roll two dice and add
characters, other actors in the drama, as it were. These extra the scores together. This is usually written as 2D6, 2D8 etc.
characters may be friendly or hostile; but whatever their attitude Often a dice score will be modified by + 1, + 2 or -1, -2 etc. This
to the players' characters they will be controlled by the is usually written as D6 + 1, DB-1 etc. Roll as normal and modify
gamesmaster. Characters other than the players' own characters the score as indicated. Occasionally, you may even need to
are referred to as Non Player Characters or NPCs for short. multiply a die roll by a given number - written as D6 xl0, for
The word Creature(s) is used in the game to refer to all other liv­ example.
ing creatures - as well as to some beings which cannot be proper­ Example:
ly regarded as truly alive, such as Vampires, Ghosts and Zombies. D6 +l Tbe D6 is rolled scoring 4 4+1=5
2D6 + 1 'Jwo dice are rolled scoring 4 and 6 4+6= 10
•THE DICE• 10+1=11
2D6x10 1wo dice are rolled, scoring 2 and 3 2+3=5
To play Warhammer Fantasy Roleplay you will need to obtain a xlO=50
set of dice. Everybody is familiar with the ordinary six-sided dice
used in most boardgames. You will be using these ordinary dice
during the game, but you will also need to use the oddly-shaped
and numbered polyhedral dice explained below.
There is a standard way of referring to the different types of
dice, as you will notice if you flick through the text. This is to
write 'D' (for die), followed by a number which indicates how
many sides the die has. The complete list of dice you need is:
D4: A D4 is pyramid shaped. The numbers are marked along the
edge of the die. Roll the D4 as you would any other die, but read
the score from the bottom edge.
D6: A D6 is an ordinary die. Your score is the number that shows
uppermost.

10
,, \
'\

THE PLAYERS· SECTION

SECTION
CHARACTERISTICS Rogue Basic Career Chart Gambler Rustler
:zero�! Academic Basic Career G2mckccpcr Scribe
Clw:tctcristics Chart Grave Robber Scaman
The Profile AdditiorutlSkills Herbalist Seer
Creating the Clw:tctcr Additiorutl Thlppings Hctdsman Servant
Profile M2gicPolnts Hunter
Smuggler
AdvanceScheme Hypnotist
Racl21 Abilities Soldier
The free Advance Initiate
The Four bccs
Human Summuy of Character Jailer Squire
Gcncntioo Labourer Student
WoodElvcs
DW21'fs BASIC CAREERS Marine Thief
Halfllngs Alpb2betical List of Basic Mercenary lbll-kccpcr
Militiaman lbmbRobbcr
Age C21'CCf5
Basic Cattcr Descriptions Minstrel Thldcr
Alignment
Agitator Muleskinner
Fate napper
Alchcmlst's Apprentice Noble
career Classes 'JrollSlaycr
Artisan's Apprentice Outlaw
Tunnel fighter
Sldl.ls Bawd Outrider
Determining Skills Pedlar W.W:hman
Bcgger
MandatorySkills Boatman Pharmacist Wizard's Apprentice
Skill Charts Bodyguard Physician'sStudent Woodsman
WarriorSkill Chart Bounty Hunter Pilot SKILIS
RangerSkill Chan Coachman Pit Fighter
Rogue Skill Chan HowSkills arc Used
Druid Prospector
AcademicSkill Chart Protag0nlst Index to theSkills
Engineer
How Characters GainSkills
'lnpplnp Entertainer Raconteur
DctcrmlnJng Cattcr Exclscman Rat Catcher Random Skills
Warrior Basic Career Chan Fisherman Roadwanlen Skill Descriptions
Ranger Basic Career Chan Footpad Runner Acting to Wrestling

12
WAR HAMMER FANTASY ROLE PLAY

THE PLAYERS' SECTION

•CHARACTERISTICS• Dexterity- Dex. This is an indication of the character's ability


to perform complex, intricate or delicate manual tasks. It will
determine whether the character is good at sleight-of-hand
tricks, picking locks, picking pockets and other tasks requiring
ach player creates (or 'generates') his or her own patience and manual skill. The characteristic is expressed as a
character. The players have a degree of choice over percentage number of01-100%.
some aspects of their character, but basic details are
determined by rolling dice. These details make the
characters different from each other, so that some Leadership- Ld. This characteristic indicates a character's abili­
are faster, others stronger, tougher, more intelligent and so on. ty to lead others. A character with high Ld is naturally
B efore creating your character read through the descriptions of charismatic, inspiring confidence and loyalty, whilst a character
the different 'characteristics' given below. All creatures are with a low Ld may be rather indecisive. This characteristic is ex­
described with the same characteristics, which will allow com­ pressed as a percentage of0l-100%.
parisons to be made later on. Each characteristic defines some
aspect of the creature or character - and, taken together, the
characteristics will help to decide what they are good at, and Intelligence - Int. This determines a character's ability to think
what they are not so good at. and understand. It may be thought of as a son of intelligence
quotient (IQ) if you like. It is expressed as a percentage of
01-100%.
Movement - M. This is a number used to determine creatures'
speed in any given situation. An average M for Humans is 4, Cool- Cl. This characteristic represents a creature's ability to re­
which equates to 8 yards per 10 seconds moving at a cautious main calm, collected -even sane - under severe psychological
pace. A horse's M is 8, by comparison. stress. Some of the creatures that inhabit the Old World are truly
frightening, and may be confronted safely only by characters
Weapon Skill- WS. This determines a character's ability to fight with a high Cl value. Cl is expressed as a percentage of01-100%.
in hand-to- hand combat, reflecting natural aggression, disposi­
tion and training. It is expressed in 'percentage' terms; ie, from
01 to100%. The higher the WS the easier it is to strike a blow in W ill Power - WP. This is a measure of mental and magical
hand-to-hand combat, or to parry an opponent's blow. resistance and general magical awareness. It reflects a creature's
ability to shrug off the effects of magic, charms and mental in­
fluence. Magic-using characters will benefit from a high WP,
Ballistic Skill - BS. This dictates a character's ability to use especially ifthey are to confront some of the hellish creatures of
missile weapons, to throw an object, or (in the case of some other worlds, which may attempt to infiltrate their minds and
creatures) to spit venom. like WS, this is expressed in percentage distort their personalities. WP is expressed as a percentage of
terms of 01-100% and the higher the BS the easier it is to hit a 01 -100%.
target.
Strength - S. This is an indication of how powerful that creature Fellowship- Fel. This reflects a character's social skills, ap­
is, and how much damage it can cause in combat. Characters pearance, ability to empathise, sympathise and generally 'get on
with high S cause considerable damage, characters with low S with people'. A character with high Fel will find it easy to make
relatively little. S is expressed as a number between 1 and 10 . new friends, and will be able to obtain information from others
by carefully steering a conversation. Characters with low Fel,
however, h2VC an amazing talent for saying just the wrong thing,
Toughness - T. A creature's T is an indication of its ability to and are always putting their foot in it. They are impervious to
resist damage. It is very hard to damage a creature with a high T, hints, unreceptive to atmosphere and completely without tact.
and relatively easy to damage one with a low T. Like S, T is ex­ Fel is expressed as a percentage of0 l-100%.
pressed as a number between 1 and 10 .

Wounds - W. Some creatures can sustain more damage than


others, either because they have more physical stamina or
because they have little regard for, or feeling of pain. This is
represented by the number of W a creature has - representing the
amount of damage that can be endured before serious injury or
even death is caused. Characters reduced to0 Wounds are not
dead - but have no capacity to absorb additional damage
without suffering injury of some kind. The number of Wounds
is expressed as a number of 1 or more. Most Human characters
start with 6.
Initiative -1. This characteristic reflects a character's speed of
thought, whether he is quick-witted or sluggish. In close com­
bat, I determines who acts first. This is expressed as a percentage
of0 l-100%.

Attacks - A. This is the number of blows the creature can strike


in a single round of combat. The more blows a creature can
strike the more deadly it will be. Most characters, and most
creatures, have only 1 A, but some have more and there is no
maximum level.

13
SECTION 1: THE PLAYERS' SECTION

Example:
•ZERO LEVEL CHARACTERISTICS• ffl1 are going to create a character by way of example. First, we
choose the character's race, gender and name. We decide to
All creatures are described using the same set of characteristics. create a Human male called Clem Sbirestock.
In certain cases, though, a creature may have a characteristic Next, we roll to generate each characteristic, and note down
score of 0. This means it has no ability to perform tasks the results on scrap paper.
associated with that characteristic. A creature with no hands, for
example, would probably have a Dex of 0.
M WS BS s T w I A Da IAl Int a WP Fcl
•THE PROFILE• 4 28 38 3 3 6 29 1 33 30 32 25 37 32
Clem is a fatrly average sort of character, although bis BS ts
W hen taken together, the characteristics are referred to as a pro­ fairly good, which makes him a good shot with a bow or otber
file. Each race or creature type has a 'typical' racial profile, missile weapon. His Cl ts slightly weak, but not too mucb of a
which reflects the average values for a creature of that race. Of disadvantage and bts WP is strong, making him difficult to af
course, different individuals may well have characteristic scores feet by magic.
above or below these outside the standard values, but it is still
useful to know the profile for an 'average' creature of each race.
A profile is written in a horizontal line like this: •RACIAL ABILITIES•
M WS BS S T W I A Da lAl Int a WPFcl
NA 100 100 10 10 NA 100 NA 100 100 JOO 100 JOO 100 Copy out the racial abilities given in the brief description for
your character's race. This will tell you which languages the
character can speak, whether the character has Night Vision (the
The players' characters have characteristics based on their racial ability to see in the dark) and if so, how far. Also included
average, but which are slightly modified to reflect individual amongst racial abilities are psychological factors (discussed in
weaknesses and strengths. During the game, players will be detail later). Copy all of these onto your record sheet in �e
given the opportunity to increase their characteristic scores up space provided, or in the section for notes.
to the maximum level. Absolute maximums are given above - NA
means that there is no maximum.

•CREATING THE CHARACTER PROFILE•


•THE FOUR RACES•
Players will begin by playing a character from one of the four
To create their characters, each player will need a record sheet, main races which inhabit the fantasy realm of the Old World -
some scrap paper and a pencil. A blank record sheet is given at Human (or Man), Elf, Dwarf or Halfling. Of these, Humans are
the end of this section, which you can copy beforehand to make the most common and this is the recommended race for novice
sure you have enough record sheets for all the players. players. More experienced players may decide to take the roles
For each character, you must first decide from which of the four of characters of races outside of these basic four - details on play­
character races it will be - Human, Elf, Dwarf or Halfling. Read ing characters of other races will be published in future
through the descriptions of the four races now. It may be that Warhammer Fantasy Roleplay supplements. For now, only
you will also choose to pick a gender and a name for your the four major races will be considered. The alignment shown is
character now - this can be done at any time during the process. that of the majority of the race, but players can choose any align­
ment for their characters (see Alignment below). A more detail­
Once you have decided upon a race for your character, you will ed description of each race, including cultural history and
be ready to generate his or her characteristics. For each of the background, can be found in the Bestiary of this book.
characteristics roll the dice indicated and note down the result
on a piece of scrap paper. It may prove necessary to further
modify the various characteristics during the character creation
process, so it is not a good idea to write the scores straight onto •HUMAN•
the record sheet.
Humans, or Men, are the most numerous of the four races of the
Old World and the most successful. For this reason, they are are
if. ....· i·"' ?. ClµRACTER RACE . ..... \:: often referred to simply as 'Old Worlders'. Humans look pretty
much like ourselves, but may be somewhat more rugged, living
MAN ELF DWARF HALFLING as they do in a more vigorous and demanding age.
M D3+2 D3+2 D2+2 D2+2 Speak Old Worlder
Night Vision Zero
WS 2D10+20 2Dl0+30 2Dl0+30 2D10+10 Alignment Neutral
BS 2010+20 2Dl0+20 2Dl0+10 2D10+20 Height Male 5'4" + DI0"
Female 5' + DI0"
s D3+1 D3+1 D3+1 D3 Psychology No special psychology rules.
T D3+1 D3+1 D3+2 D3
w D3+4 D3+3 D3+5 D3+3
2Dl0+20 2D10+50 2Dl0+10 2Dl0+40
A I I I I
Dex:2Dl0+20 2D10+30 2D10+10 2D10+30
Ld 2D10+20 2D10+30 2D10+40 2D10+10
Int 2D10+20 2Dl0+40 2D10+20 2Dl0+20
Cl 2D10+20 2Dl0+40 2D10+40 2D10+10
WP 2Dl0+20 2D10+30 2Dl0+40 2D10+30
Fel 2D10+20 2Dl0+30 2D10+10 2D10+30

14
SECTION 1: THE PLAYERS' SECTION

•WOOD ELVES• •AGE•


Elves are rare, wondrous people, living deep within the forests Players must roll dice to discover the exact age of their
of the OldWorld, and only rarely making an appearance within characters, but they have the choice of creating either a young or
human society. They look similar to Humans, but are far more mature individual. Throw the dice indicated. If a young
comely, with perfectly proportioned faces and laughing blue character is wanted use the first instruction given, for an older
eyes. Elves tend to be of slender build, and somewhat fragile. character use the second.
Their ears may be finely pointed. They live in harmony with Humans: 6 D6/6 D10 years. If the result is less than 16 roll
nature, tending the trees, and protecting the woodlands from
malignant creatures such as Goblins. They are fastidious, with again, adding the new score to the original. This gives a poten­
refined sensibilities and a love of good music and food. They tial age range for Humans of between 16 and 75 years.
find most Humans brutish and repugnant. However, they reserve Elves: 10D12/10D20 years. If the result is less than 16, roll
the greatest part of their contempt for Dwarfs, who they con­ again, adding the new score to the old. This gives a potential age
sider to be vulgar and destructive. Although Elves are peaceful, range for Elves of between 16 and 21 5 years.
they are fine archers and fearless Warriors as their enemies can
testify. Dwarfs: 9D12/9D20 years. If the result is less than 16, roll
again, adding the new score to the old. This gives a potential age
Speak OldWorlder range for Dwarfs of beteen 16 and 195 years.
Eltharin (Elvish)
Night Vision 30yards Hal.flings: 10D6/10D12 years. If the result is less than 16, roll
Alignment Good again, adding the new score to the old. This gives a potential age
Height Male 5'6 " + Dl0" range for Halflings of between 16 and 135 years.
Female 5'4" + DlO" Obviously some characters do live beyond the ages indicated;
Psychology No special psychology rules. but they are so few in number, and of such advanced years, that
they have not been included in the generation system. Note
down th� age of your character on your record sheet.
•DWARFS• Example:
We opt for Clem Shtrestock to be a young character, roll 6D6
and record scores of 3, 2, 5, 3, 6 and 6. Total 25 years of age.
Dwarfs are short, burly creatures, immediately recognisable by This is a falrly average score for a young character.
their long hair and thick beards. They have a natural affinity
with the mountains, where they live in caverns and mines hewn
from the rock. Dwarfs are expert stone-workers, and ge�erally
adept at all manner of industrial crafts, such as ironworking, the
•ALIGNMENT•
making of fine swords and the manufacture of superb jewellery.
Some Dwarfs live amongst Humans as metal-workers or craft­ Alignment is a device for defining a character's attitude to the
smen of some kind, and their work is highly prized. Physically world and other characters. It is used to determine the creatures'
they are resilient, quite strong and rather ugly. They are reactions when they are encountered, and will sometimes dic­
somewhat greedy, gruff, unfriendly, short-tempered and anti­ tate the character's own actions. Generally speaking, only
social. They tolerate Humans because they have so many characters of the same alignment are going to get on well. There
business dealings with them, but dislike Elves, who they fiQ.d will always be some degree of antipathy between characters of
arrogant and irritating, and with whom they have little in com­ different alignments.
mon. They favour axes as weapons of war, and make very sturdy The exact definition of each alignment follows in the
Warriors. They are not very magical, however, and their disposi­ Gamesmaster's Section. They are mostly self-explanatory -
tion tends to make them rather poor Academics. evil characters are basically evil and good characters are basically
Speak OldWorlder good. Chaos represents constant destruction and renewal,
Khazalid (Dwarfish) whereas Law represents a stasis of perfection in which nothing
Night Vision 30yards ever changes in the slightest degree, leaving Neutral characters as
Alignment Neutral fairly free-minded and liberal beings, uncommitted to a par­
Height Male 4'4" + D10" ticular frame of mind. For the first game, players are not permit­
Female 4'2 " + D10" ted to choose their alignment, but must use the standard align­
Psychology Hatred for Goblins, Ores and Hobgoblins. ment for their race. This is Neutral for all races but Elves, who
Subject to animosity against Elves. must be Good.

•HALFLINGS• Further details of the alignments can be found in the


Gamesmaster's Section.
Halflings are small and slight of frame but with rather rotund
features and pot-bellies. They cannot grow beards and are Example:
shorter than Dwarfs, so the two races are easily told apart. Their Clem Shtrelock ts a Human, and therefore must be of Neutral
hands and feet tend to be large and hairy, and they prefer to go alignment, making him open-minded and unprejudiced.
barefoot. They are not a very numerous people, living in a small Other Humans be may meet will be drawnfrom aufive
secluded part of the OldWorld, protected by the surrounding alignments.
lands of Humans. Consequently, life for a young Halfling is often
very boring, and many seek adventure in the outside world.
They are nimble-fingered and stealthy by nature, so they make
good Thieves. Halflings are
•FATE•
extremely friendly and easy-going, they enjoy merry-making
and especially eating - and are usually the first to suggest visiting Fate is the essential difference that marks the character as an
a local inn or stopping for a break. adventurer, rather than an ordinary run-of-the-mill citizen.
Adventurer characters have a destiny, a mission, a definite goal in
Speak OldWorlder life. They may not be aware of what this is, it may not be very
Night Vision 20yards glorious, it may not even be particularly pleasant , but the
Alignment Neutral character is marked out by the gods to do it - whatever it is.
Height Male 3'4" + D10" Because your adventurers are marked by Fate, they are unlikely
Female 3'2 " + DlO" to be cut in two by the first Goblin to swing an axe in their direc­
Psychology No special psychology rules tion - they are marked for better things!

15
SECTION 1: THE PLAYERS' SECTION

To represent this, characters are alloted a number of Fate Points, Example:


which can be used during the game to save them from serious in­ Clem Sbirestock bas too low a WS to be a Warrior, and too low
jury or death. The gamesmaster can explain how Fate Points an I to be a Rogue - so we have a choice between Ranger and
work if the players wish, but for now it is enough to know that Academic. Since be seems to befairly bandy with missiles - a
Fate Points are precious- they will certainly preserve the bigb BS - we opt to make him a Ranger.
character's life!
Fate and destiny are tied up with the will of the gods and the fate
of the planet as a whole. The world is changing, Humanity is in
•SKILLS•
the ascendant and the other races are on the wane. That is not to
say that individuals of other races do not have a significant part Skills are specific abilities, such as riding a horse, being able to
to play in the histories yet to be written; however, the player pick pockets, or read. There are a great many of these skills in
who chooses to play a Human character has a definite edge. the game, and they play an important part. To determine how
Generate the number of Fate Points as follows and mark down many skills a character has, roll a D4 and modify the result by
your score in the appropriate space on your record sheet: the character's age. The following chart gives the standard
modification for different age brackets. There is a separate col­
Humans: D3 + 1 Fate Points umn for each race because they mature and age at different rates
Elves: D3- 1 Fate Points, but have a minimum of 1 - 70 is very old for a Human, but quite young for a Dwarf or Elf.
Dwarfs, D3 Fate Points Note- the modifications are not cumulative - a 70 year old
Halflings: D4 Fate Points Dwarf has D4 + 1 skills, an 80 year old Dwarf has D4 + 2 skills.
Example: Older characters have fewer skills due to creeping senility, failing
Clem Shtrestock Is a Human, so we roll a D3, and score a 2. physique and a tendency to get 'out of touch'.
W ith the +l modifier, we see that Clem has 3 Fate Points.
Age Human Elf Dwarf Halfling
•CAREER CLASSES• 16- 20
21-30 +1
Now that you have generated the profile for _your character, it is 31- 40 +2 +1
time to develop some background for this new person. After all, 41- 50 +I +1 +1 +1
characters are real people- they don't just pop into existence 51- 60 +1 +1 +1
when you roll up their profile, they have pasts, talents and per­ 61- 70 -1 +1 +1 +1
sonalities unique to themselves. To begin with, the player is 71- 80 -2 +1 +2
allowed to choose one of four broad categories of background- 81- 90 +1 +2
or Career Classes; Warrior, Ranger, Rogue or Academic. Within 91- 100 +2 +2
each broad class there are numerous divisions of ability, but the 101- 110 +2 +1 -1
divisions reflect four fundamentally different backgrounds. 111- 120 +2 +1 -1
These will then be developed, so that the players know more 121- 130 +2 +1 -2
about what their characters were before they started adventur­ 131-140 +2 -2
ing. After all, you never know when the information might pro­ 141 - 150 +3
ve very important. 151- 160 +3
161 - 170 +3
Warriors: come from a fighting background. This is not 171- 180 +3 -1
necessarily the military, but will always have involved hand-to­ 181- 190 +3 -1
hand combat skills of some kind. For example, Warrior 191- 200 +2 -2
characters might have been Pit Fighters, Bodyguards or 201- 210 +1
Mercenaries. 211- 220
Rangers: are independent rural characters. Their lives may
have been spent tending animllls, or roaming the woodlands or
mountains. Such characters might have been Herdsmen, • DETERMINING SKILLS•
Gamekeepers or 'D:appers.
Rogues: live largely by their wits, usually in the cities where To determine a character's skills, ftnd the Skill Chart for the
they can make a living from the mass of common and gullible chosen Career Class-Warrior, Ranger, Rogue or .Academic. There
people. Typically, they will have been Thieves, Entertainers or are some mandatory skills for each race, explained below, and
Beggars. these must be taken before other skills are rolled. If the character


Academics: are the educated persons of society. They can read still has some skills left to determine, they are randomly
and write (which practically no-one else can), and they often generated by a percentage roll on the appropriate Skill Chart.
have lucrative jobs amongst the professions or skilled crafts.
Many Academics will have started out as Artisans, Clerics,
Lawyers or Wizards.
Players are free to choose their Career Class within the following
restrictions. Once you have decided upon a class note it down
on scrap paper, or write it straight onto your record sheet:
Class Restriction • MANDATORY SKILLS•
Warrior The character must have a WS of at least 30 Humans: The main advantage Humans have is that they are
versatile. Human characters dice for all their initial skills ran­
Ranger The character must have a BS of at least 30 domly, on the Skill Chart for their chosen Career Class.
Rogue The character must have an I of at least 30. An Elves: All Elves have Excellent Vision. If the character has two
Elf must have an I of at least 65 (Elves, being or more initial skills, the second will be one from Dance, Musi­
Good, are not naturally given to exploit or cianship or Sing, with an equal chance of each. Any remaining
manipulate people). initial skills should be diced randomly on the Skill Chart for the
chosen Career Class.
Academics The character must have an Int of at least 30, Dwarfs: All Dwarfs have Mining. If the character has two or
and a.WP of at least 30. more initial skills, the second will be one from Smithing or
Metallurgy with an equal chance of each. Any remaining initial

16
SECTION 1: THE PLAYERS' SECTION

skills should be diced randomly on the Skills Chart for the


chosen Career Class. �CER SKILL CHART
D100 Koll by cbmctcr race
Halflings: All Halflings can Cook. H the character has two or Bumm Elf Dwarf SkillTitle
more initial skills, the second will be one from Herb Lore or lWfliog
01-05 01-05 01-05 01-05 Acute Hearing
Specialist Weapon - sling or Silent Move Rural, with an equal 06-10 06-10 06-10 06-10 Ambidextrous
chance of each. Any remaining initial skills should be diced 11-15 11-15 11-15 11-15 Astronomy
randomly on the Skill Chart for the chosen Career Class. 16-20 16-20 16-20 16-20 Dance
21-30 21-25 21-30 21-30 Drive Cart
31-35 31-35 31-35 Excellent Vision
•SKILL CHARTS• 36-40
41-45
26-35
36-40
36-40
41-45
36-40
41-45
Fleet Footed
Lightning Reflexes
46-50 41-45 46-50 Luck
The following charts are used to determine characters' initial 51-55 46-50 46-50 51-55 Night VJSion
skills. Once a player has determined how many skills the 56-60 51-55 51-55 56-60 Orientation
character has (see Skills- above), roll a 0100 for each (after 61-65 56-60 61-65 Prepare Poisons (Herbal)
checking the Mandatory Skills- above), and consult the ap­ 66-70 61-65 56-60 66-70 Read/Write
propriate table and column for the character's race and Career 71-75 66-70 Ride
Class. Note down the skills on a piece of scrap paper as they are 76-80 71-75 61-65 71-75 Scale Sheer Surface
generated. If the same skill is rolled �cc, i�o1: the second 76-80 76-80 Silent Move Rural
result and roll again. Consult the SkillsDescriptions for the 81-85 81-90 66-70 81-85 Sing
details of each skill. 86-90 91-95 71-75 86-90 Sixth Sense

.· ·· i�!·�··�.·;.·· · · · · · ··t· ·
91-95 96-00 76-90 91-95 Very Resilient
96-00 91-00 96-00 Very Strong

D100 Koll by cbmctcr race


R(ijc.OE S�CHAfff
D100 Koll by dwactcr race
BIIIIWI
01-05
FJf
01-05
Dm
01-05
lblfllog
01-05
SkillTidc
Acute Hearing a.a Elf Dwarf Skill Tide
06-10 06-10 06-10 06-10 Ambidextrous 01-05 01-05 01-05 01-05 Acute Hearing
11-15 11-15 11-15 11-15 Dance 06-10 06-10 06-10 06-10 Ambidextrous
16-20 16-20 16-20 16-20 Disarm 11-15 11-15 . 11-15 11-15 Blather
21-25 21-25 21-25 21-25 Dodge Blow 16-20 16-20 16-20 16-20 Bribery
26-30 26-30 26-30 26-30 Drive Cart 21-25 21-25 21-25 21-25 Dance
31-35 31-35 31-35 31-35 Excellent Vision 26-30 26-30 26-30 26-30 Dodge Blow
Fleet Footed 31-35 31-35 31-35 31-35 Excellent Vision
36-40 36-40 36-40 36-40 Flee!
41-45 41-45 41-45 41-45 Lightning Reflexes 36-40 36-40 36-40 36-40
46-50 46-50 46-50 Luck 41-45 41-45 Fleet Footed
46-50 Night VJSion 46-50 46-50 41-45 Lightning Reflexes
51-55 51-55 51-55 41-45 46-50 Luck
56-65 56-65 51� 56-65 Read/Write 51-55 51-55
66-75 66-70 Ride 56-60 56-60 46-50 51-55 Night Vision
76-80 71-75 61-65 66-70 Sc:tle Sheer Surface 61-65 61-65 Ride
76-80 71-75 Silent Move Rural 66-70 66-70 51-55 56-60 Scale Sheer Surface
76-80 Silent Move Urban 71-75 71-75 61-65 Silent Move Rural
81-85 81-90 66-70 81-85 Sing
76-80 76-80 66-70 Silent Move Urban
81-85 81-85 56-60 71-75 Sing
86-90 91-95 71-75 86-90 Sixth Sense
86-90 86-90 61-65 76-80 Sixth Sense
91-95 96-00 76-90 91-95 \try Resilient
91-95 91-95 66-70 81-85 Street Fighting
96-00 91-00 96-00 \try Strong
96-00 71-90 86-95 \try Resilient
96-00 91-00 96-00 \try Strong

. AC�DEMI<;.SI<JLL CHABI
D100 Koll by dwactcr race
Buman Elf Dm lblfllog Skill Tide
01-05 01-05 01-05 01-05 Acute Hearing
06-10 06-10 06-10 06-10 Ambidextrous
11-15 11-15 11-15 Astronomy
16-20 16-20 11-15 16-20 Blather
21-25 21-25 16-20 21-25 Cryptography
26-30 26-30 21-25 26-30 Dance
31-35 26-30 31-35 Drive Cart
36-40 31-35 Etiquette
41-45 36-40 31-35 36-40 Excellent VJSion
46-50 41-45 36-40 41-45 Flee!
46-50 Fleet Footed
51-55 51-55 41-45 46-50 Heraldry
56-60 56-60 51-55 Lightning Reflexes
61-65 61-65 46-50 56-60 Luck
66-70 66-70 51-55 61-65 Read/Write
71-75 71-75 Ride


56-60 Scale Sheer Surface
76-80 66-70 Silent Move Rural
76-80 61-65 71-75 Silent Move Urban
81-85 76-80 Sing
81-85 86-90 66-70 81-85 Sixth Sense
86-90 91-95 71-75 86-90 Super Numerate
91-95 96-00 76-90 91-95 \try Resilient
91-00 96-00 \try Strong

17
SECTION 1: THE PLAYERS' SECTION

Example:
Clem Shirestock is a 25 year-old Ranger. From his age, we can
work out tbat he has D4 + I initial skills. We roll a 2 - so Clem D100 Roll by character race
has 3 initial skills. As a Human, he has no mandatory skills. Human Elf Dwarf . llalfling Career
Consulting the chart for Rangers, and rolling O 7, 41 and 77, we 01-10 01-10 01-10 ·01-15 Bodyguard
find that Clem has already acquired the skills Ambidextrous, 11-20 11-15 16-20 uboum
Lightnlng Reflexes and Scale Sheer Surface. These are 21-25 11-20 Marine
noted on the record sbeet. 26-35 21-30 16-25 Mercenary
36-40 31·35 26-35 21-30 Militianun
41-45 36-45 36-40 31-35 Noble
•TRAPPINGS• 46-55
56-60
46-50 41-45
46-50
36-40 Outlaw
Pit Fighter
61-65 51·55 51-55 Protagonist
All characters start off their new adventuring careers with a cer­ 66-70 56-65 Seam2n
Uin amount of equipment, items that they have already acquired 71-80 66-70 56-60 41-55 Scmnt
during their previous activities. This equipment, and all the 81-90 71-85 61-70 56-70 Soldier
money the character has, are called the character's trappings. 91-95 86-95 71-75 71-80 Squire
76-85 'Doll Slayer
Each Career Class has a set of general trappings as described Tunnel Fighter
below. 86-95
96-00 96-00 96-00 81-00 Watchman
Warriors: are equipped with a suit of sturdy, practical
clothing, including hooded cloak and boots. They carry a sling
bag, backpack or sack, containing: a pewter tankard and cutlery,
a tinderbox and a blanket. Warriors carry some sort of hand D100 Roll by character race
weapon, usually a sword, but players may choose an axe or Human Elf Dwarf Halfllng career
mace if they prefer. A knife is also carried, tucked into the belt or 01-05 01-10 Boatman
boot. A helmet is worn for protection. The character also has a 06-10 11-15 01-10 Bounty Hunter
purse containing 3D6 Gold Crowns. 11-15 16-20 11-15 01-05 Coachman
16-20 21-30 06-10 Fisherman
Rangers: wear a suit of good, but weather-worn and travel­ 21-30 31-40 16-20 11-20 Gamekeeper
stained clothing, including a tatty hat, hooded cloak and thick 31-40 41-50 21-30 Herdsman
leather boots. A leather bag or backpack contains D3 blankets, 41-45 51-60 21-25 31-40 Hunter
cutlery, a tinderbox and small cooking pot. A flask of water 46-50 61-65 26-35 41-50 Muleskinner
hangs over one shoulder, whilst a hand weapon hangs from the 51-55 66-70 Outrider
belt - this is usually a sword, although the player may choose an 56-60 71-80 Pilot
axe instead if he wishes. A small knife is carried in a sheath. The 61-65 36-55 Prospector
character has a purse or money belt containing 3D6 Gold 66-70 56-65 51-65 R2tCatcher
Crowns. 71-75 66-70 66-70 Roadw:uden
71-85 Runner
Rogues: begin the game wearing a suit of sturdy, if rather 76-80 86-90 71-15 Toll-Keeper
worn, clothing, including boots or shoes. The character carries a 81-90 81-90 91-00 76-85 Trapper
knife tucked into a belt or boot, and a well-secreted purse con­ 91-00 91-00 86-00 Woodsman
tuning 3D6 Gold Crowns.
Academics: have a suit of decent, light-weight clothes in­
cluding sandles or soft shoes. A knife is carried tucked in the
belt, alongside a purse of 3D6 Gold Crowns. D100 roll by character race
Human Elf Dw2rf Halfllng career
01-05 01-05 01-05 Agitltor
• DETERMINING CAREER• 06-15
16-25
26-35
06-10
11-25
01-05
06-10
11-15
06-10 Bawd
11-15 Bcggu
16-25 Entertainer
36-45 26-30 16-20 26-30 Footpad
Within each broad Career Class, there are a number of individual 46-50 31-40 21-25 31-35 Gambler
Careers, which narrow down and give additional details of the 51-55 26-35 36-40 Grave Robber
character's past, and which give them some additional Trapp­ 56-60 36-45 41-45 Jailer
ings and Skills. For example, a Ranger class character might have 41-50 Minstrel
been a Herdsman and have additional skills such as Animal Care 61-65 51-60 46-50 46-55 Pedlar
and Charm Animal, as well as associated Trappings such as a 66-70 61-70 51-55 56-65 Raconteur
slingshot and shepherd's pipes. Players are not free to choose 71-75 71-75 56-60 66-70 Rustler
their Careers in the same way as they chose their general class, 76-80 76-85 61-70 71-80 Smuggler
but must abide by a dice roll. Use the charts below to determine 81-95 86-00 71-90 81-95 Thief
the character's career, and consult the Basic Career Descrip­ 96-00 91-00 96-00 'JbmbRobber
tions for details.
The first time you play, the sheer choice of Careers open to your
characters might seem daunting - how is anyone meant to read D100 roll by character race
and remember all this? The answer is - you don't! Since the Human Elf Dwarf H:alfHlli Cafter
Career will be determined by the roll of percentage dice, the on­ 01-10 01-l0 01-10 01-10 Alchemist's Apprtl\tiCC
ly Careers you need to know about are those the players first roll 11-20 11-15 11-20 11-25 Artisan's Apprentice
up for their characters. In time, you will know more about the 21-25 Druid
game and what you want to get out of it, and you might begin to 21-35 Engineer
allow players to pick Careers, and you will design many Non­ 26-30 36-40 26-30 Exciseman
Player Characters with all kinds of different backgrounds and 31-35 16-30 31-40 Herbalist
careers. That is the strength of the game. 36-40 31-35 Hypnotist
41-50 36-40 41-45 41-45 Initiate
One point to remember about NPCs. Not all of them will be 51-55 41-45 46-55 46-55 Pb.armxist
adventurers like the player characters. For them, the Career 56-60 46-50 56-60 55-60 Physician's Student
Descriptions should be read as a description of what they do 61-70 51-55 61-70 61-70 Scribe
now, and not what they left behind when they made the deci­ 71-75 56-65 71-75 71-75 Seer
sion to become adventurers. Even some player characters might 76-80 66-70 76-80 76-80 Student
keep their 'day jobs' going, while they start off on their life of 81-90 71-85 81-98 81-98 Tolder
adventure. 91-00 86-00 99-00 99-00 WIZ:lld's Apprentice

18
SECTION 1: THE PLAYERS' SECTION

Once you have determined a character's career, consult the ap­ filled in on the record sheet, incorporating the advance. A note
propriate entry in the descriptions which follow. These provide of how much has been taken should be made in the Advance
a summary of the character's past career, and should give the Scheme characteristic, so that you remember the advance has
player a good idea of what sort of person the character is. The been taken.
career represents the character's past experiences - the character
is now, of course, an adventurer. However, the player might like Example:
to consider the character to be actively engaged still in that Wi1 have already established that Clem Sbirestock is to be a
career when not busy adventuring. This is especially true of Ranger and rolled on the Career Chartfor Rangers to find that
Academic careers, where characters must continue studying in bis past Career was as an Outrider. The section on Outriders
between adventures if they are going to become more powerful. gives additional skills, 'Jrappings and an Advance Scheme:
Example: Outriders are experienced fighting-men, emplayed to recon­
Clem Sbirestock is a Huma.n Ranger, and rolling 53 % on the noitre to thefront andflanks of travelling parties and armies,
appropriate column of the Ranger chart, we find bis previous keeping a lookout for possible attackers and other problems.
Career was as an Outrider. Most base their skill on an intimate knowledge of the area
through wbicb theyjourney. They are expected to operate more
or less independently of the party or army they serve, and must
be able to look after themselves and live offthe land as they go.
Occasionally they undertake long-range patrols along
dangerous borders or troublesome areas, operating in the
same way as a Scout and gathering information on potential
hazards, troop movements and otber activity.
•ADDffiONAL SKILLS•
The Career Description includes additional skills for the M WS BS S T W I A Dex 1d Int Cl WPFtl
character. These are acquired immediately and can be entered on +10 +10 +l +2 +10 +10 +10
the player's record sheet. Some skills require a percentage roll
for them to be available to the character, and this roll should be Skills
made now. If the player rolls a D 100 which is equal to or less Animal Care
than the number percentage chance given for the skill, it can be Follow Trail
added to the record sheet. Orientation
It is possible that a skill gained at this stage will duplicate one Ride Horse
that the character has already gained, as a mandatory skill of his Silent Move Rural
or her race, for example. Most skills can only be acquired once, Specialist Weapon Skill - Lasso
so a skill gained for a second time is ignored. 75% chance of Secret Signs- Scouts' or Woodsman's (equal
chance of either)
•ADDffiONAL TRAPPINGS•
Trappings
The Career Description includes additional Trappings for the Horse, saddle and harness
character, these are acquired immediately and should be noted Bow or crossbow and ammunition
down on the record sheet. Mail shirt
Rope - 10 yards
·•MAGIC POINTS• Shield

Some Academics have the abiliry to cast spells. In order to do so, Career Exits
they need ma.gic points. Magic points represent the psychic Highwayman
energy the character draws on to cast a spell. If the additional Mercenary
skills for your character's Career include Cast Spells, your Scout
character will need magic points. See the Magic Section - Magi­
cian and/or Priest Careers for details of the Magic Points your
character starts the campaign with. We add the new Trappings and skills onto those already deter­
mined, and fill in the Advance Scheme as shown on the sample
•ADVANCE SCHEME• character record sheet. The character is pertnitted 1 advance
before the game, and we decide to take + 10% WS to improve
Clem's hand-to-hand combat abilities. The Profile part of Clem's
Every Career has an associated Advance Scheme. The scheme character sheet should now read:
represents the way a character gets better at his job as time goes
by, and allows the player to increase certain characteristics dur­
ing play. Copy the scheme for your character onto the record
sheet in the space reserve<! for Advance Scheme. The scheme in­
M WS BS s T w I A Da 1d Int Cl WP kl
4 28 38 3 3 6 29 I 33 30 32 25 37 32
dicates which of the character's characteristics may be increased
and by how much. This is not an immediate bonus- the ad­
vances must be earned during play. Schemes are related to /.,
characters' careers, and represent their potential to exploit their ': : :ypi·'· ,:,{::: ': er:,:,: :
background by developing certain aspects of their physique and M ws BS s T w I A Dex � WP kl
personality. Don't worry about how the Advance Scheme works +10 +10 +l +2 +10 +10 +10 _
at the moment, just copy it down onto your record sheet for
future reference.

•THE FREE ADVANCE• M WS BS S T W I WP kl


4 38 38 3 3 6 29 37 32
Adventurers are a cut above the normal population of the world
- that is what marks them out as heroes with a destiny. To reflect
this, the first advance is 'earned' now, and the player is allowed
to advance any one characteristic by + 1 for S, T, and W, or by up
to + 10% for other characteristics. Once the player has decided
which advance is to be taken, the Current Profile line should be

19
SECTION 1: THE PLAYERS' SECTION

•SUMMARY OF CHARACTER CREATION• •BASIC CAREER DESCRIPTIONS•


1 Decide race, gender and name for yourself The following career descriptions give players the details of the
careers in which their characters started adult life. In addition to
2 Note down languages spoken, and any racial a description of the career, and its place in the Old World, there
, abilities is the following information:
3 Determine profile Advance Scheme
4 Determine the character's age Skills
5 Note alignment Trappings
6 Determine Fate Points Career Exits
7 Select Career Class See above for the details of these rules.
8 Determine initial skills
9 Determine career
10 Note new skills, trappings and advance scheme.
11 Take a free advance.

•BASIC CAREERS•
This section contains full details of all the Basic careers -
everything you will need to understand the role your new
character is to play. Remember, however, that a Basic Career is
not necessarily the career that the character is to follow from
now on - it is more an indication of the life the character has liv­
ed up until now, the source of the skills and trappings picked up
along the way. From now on, the character can be considered as
a professional adventurer, although he or she may go onto an ad­
vanced career. Career Exits arc the careers which characters may
move onto after they have accumulated enou gh Experience
Points - don't worry too much about them at this stage. Your
gamesmaster has full details of all the Advanced Careers.

A LPHAB ETIC\L LIST


CF BASICC\REERS
Agitator Prospector
Alchemist's Apprentice Protagonist
Artisan's Apprentice Raconteur
Bawd Rat Catcher
Beggar Roadwarden
Boatman Runner
Bodyguard Rustler
Bounty Hunter Scribe
Coachman Seaman
Druid Seer
Engineer Servant
Entertainer Smuggler
Exciseman Soldier
Fisherman Squire
Footpad Student
Gambler Thief
Gamekeeper Toll-keeper
Grave Robber Tomb Robber
Herbalist Thldcr
Herdsman Thlpper
Hunter Troll-Slayer
Hypnotist Tunnel Fighter
Initiate Watchman
Jailer Wizard's Apprentice
Labourer Woodsman
Marine
Mercenary
Militiaman
Minstrel
Muleskinner
Noble
Outlaw
Outrider
Pedlar
Pharmacist
Physician's Student
Pilot
Pit Fighter

20
SECTION I: THE PLAYERS' SECTION
�::::::==-�'.====?\------------•AGITATOR•--------
Agitators are ac­
tive supporters
ofcauses. M WS BS S T Cl WP Fel
Almost any +10 +10 +10
cause will do,
from the rights
ofcommon are motivated by genuine public concern, Skills
Humans(or but many more have their own interests at Public Speaking
Elves, Dwarfs, heart - the winning side in a dispute will Read/Write
or Halflings) to often reward its most loyal servants hand­
\ 1 :V the state ofthe somely. Often, the cause ofcivilisation has Trappings
Hand Weapon
I\\.,I drains.• They been seriously damaged by meddling
· ,

Agitators, although they can often be the Leather Jack


campaign 2D10 leaflets for various causes
tirelessly to enlist support, addressing cause ofmuch good.The bet that there
meetings, distributing leaflets and ben­ can be professional busy-bodies ofthis Career Exits
ding the ear ofanyone who will listen. To kind shows how complicated the Old Charlatan
an Agitator, the greatest satisfaction is to World is. Demagogue
see the establishment forced to act by the Outlaw
wdght ofpublic opinion. Some Agitators

The only way to


become an
Alchemist is by W I A Dex Int Cl WP Fel
serving an ap­ +1 +10 +10
prenticeship
with an ex­
perienced prisingly, therefore, few apprentices stick Career Exits
Alchemist. All it out long enough to become proficient Alchemist, level 1
too frequently, AlchemiSts. Bawd
however, life as Skills Charlatan
an apprentice is Brewing Counterfeiter
all work and no Evaluate Entertainer - Bunko Artist
1.1::=::;;:::====""·=,:!,;I learning. The Read/Write Grave Robber
apprentice is often treated as an unpaid 50% chance ofChemistry Prospector
servant, and spends too much time scrub­
bing floors and running errands to learn Trappings
very much ofthe Alchemist's art. Not sur- None

-----•ARTISANS' APPRENTICE-----

M WS BS S T W Cl WP Fel
+1 +10
master. Apprentices who leave their Trappings
masters before completing their appren­ Hand weapon
ti...:eship have no trade by which to sup­ Tools appropriate to trade skill(only if
port themselves, and many may become character has trade skill)
vagabonds or adv.enturers for want ofany
other way to make a living. Career Exits
Artisan(same trade only)
Skills Bodyguard
Drive Cart Footpad
25% chance of Very Resilient
25% chance ofVery Strong
Trades
Apprentices are trained in the crafts ofa
particular trade. Use the trade chart given
with the Artisan Advanced Career to
determine the character's trade. All ap­
prentices have a 25% chance ofhaving
one skill associated with their trade.
All Artisans learn their trades by taking an
apprenticeship. As apprentices, they learn
the skills necessary to their profession,
earning their keep in the meantime. Sadly,
in all too many cases they also work long
hours for little reward and are given all the
unpleasant, menial jobs to do, and they
may be unlucky enough to have an ill­
tempered, drunken or incompetent

21
SECTION 1: THE PLAYERS' SECTION
r;:::::=:::::=:;:========71----------------•BAWD•-----------
.• In virtually any
·. OldWorld
town, there can M WSBS S W I Int WP Fel
be found a pro­ +10 +10 +2 +10 +10
fessional guide
and escort to the
seedier districts, which are under official scrutiny, and Trappings
someone famil­ which make a practice of robbing and/or HandWeapon
iar with the full murdering clients. Their services are for Leather Jack
range of illegal hire to any reveller who appears suitably D6 Gold Crowns
and immoral wealthy, although many Bawds are not
establishments above leading their new-found compa­ Career Exits
Ll:::=ttj=::::::::=::za,:ii:=�· and services to nions into 'sucker traps' or gangs of cut­ Bodyguard
be found there.The whole world over throats, in exchange for a share of the Fence
they are known as Bawds. Such men - and pickings.
they are usually male Humans - know all
the best drinking houses and gambling
halls, as well as where to find brothels, Skills
drug dens, and establishments catering to Bribery
all manner of other vices. They can gain Secret Language -Thieves'Tongue
access to such places for outsiders, and Street Fighting
can be relied upon to know which are safe, 25% chance ofWit

----------------•BEGGAR•----------
Beggars are society's
outcasts, desperate
people with no visi­ M WSBS S T W I A Dex Ld Int Cl WP Fel
ble means of sup­ +10 +10 +1 +2
port. They are drawn
to the towns and
cities of the Old Guild, which deals with the allocation of Trappings
World, for the only pitches, the diverting of official attention Begging Bowl
way they can keep and the suppression of amateur or non­ Tottered Clothes
themselves from affiliated Beggars. In many cases the Beg­ Heavy Stick
starving is to beg in the streets. This is a gars' Guilds work in conjunction with the Bottle of rotgut spirit
hazardous business, since most OldWorld localThieves' Guild, serving as inform­ Career Exits
towns allow the town watch to beat, brand ation-gatherers and lookouts. Bodyguard
and throw vagabonds into the stocks Racketeer
almost as they please. The Beggar accepts Rat Catcher
these risks as an occupational hazard, and
often becomes highly skilled in the art of Skills
extracting money from passers-by; some Begging
play on pity, while others offer blessings Concealment Urban
or threaten curses in order to fill their Secret Language -Thieves' Tongue
begging-bowls. In some of the larger Secret Signs -Thieves' Signs
cities, the Beggars have organised Silent Move Urban
themselves into a semi-legitimate Beggars' 25% chance of Consume Alcohol

-------•BOATMAN•-------

The OldWorld has many coastal set­ Skills


tlements, and inland waterways are as im­ Fish
portant as roads for trade and communic­ Orientation
ations. The Boatman has the same role on River lore
water as the Coachman (see below) has on Row
the roads; transporting passengers and 50% chance of Very Strong
goods from place to place and avoiding 25% chance of Consume Alcohol
the unwelcome attentions of robbers and 25% chance of Boat Building
officials. As well as being competent boat­ Trappings
handlers and navigators, therefore, HandWeapon
Boatmen need to be able to look after Leather Jack
themselves, their passengers and their
cargo, as some of the trade routes go Rowing Boat (moored on nearest water)
through wild and dangerous country. Career Exits
Outlaw
Seaman
Smuggler

22
SECTION 1: THE PLAYERS' SECTION

====-------------•BODYGUARD•-- -----
The Old World is a
dangerous place,
especially if you hap­ M WS BS S T
pen to be outspoken, +20 +1
unpopular, powerful
or rich. Since there are
plenty of people who army; the bulk of them, though, are sim­ 'Irappings
can manage these at- ple t;hugs who enjoy being paid for Knuckle-dusters
1.b:::b==..,;;;,""""',;i' tributes, it is hardly beating up unsuspecting citizens. Leather Jack
surprising that a class of professional 50% chance of Shield
'minders' has sprung up to keep them
from harm. Merchants and Nobles almost Skills Career Exits
always maintain a group of Bodyguards to Disarm Bounty Hunter
protect them from those who wish them Specialist Weapon - Fist Weapon Footpad
ill and to keep Beggars and other riff-raff Street Fighting Mercenary
from getting in the way. Bodyguards can Strike Mighty Blow Outlaw Chief
vary in nature from semi-skilled heavies to Strike to Stun
members of what amounts to a private 50% chance of Very Strong
i<;:::::=========A ----------- •BOUNTY HUNTER•------
Bounty Hunters
live by tracking
down wanted
criminals, ban­
dits or other
undesirables
and bringing will not hesitate to resort to means which Specialist Weapon - Net
them to justice. others might consider distasteful in order Strike Mighty Blow
By and large, to to dispatch their quarry. They are loners 50% chance of Marksmanship
all but the by nature, trusting no-one and only seek­ Trappings
criminals, this ing company where it may serve their Bow or crossbow and ammunition
makes them a ends. Among poorer folk, Bounty Hunters Hand Weapon
i.t::;;c;:::==:::�===:W·· useful part of are generally regarded with fear and Mail Shirt
Old World civilisation. Rewards may be distrust, since they are not unknown for Rope
offered by local rulers, guilds or councils turning in humble peasants where the true Net
in an effort to dispose of brigands, ram­ quarry has eluded them. The authorities D4 pairs of Manacles
paging Goblin bands or other trouble­ consider them a necessary evil, but never
some creatures. Occasionally, whole races a welcome one. Career Exits
or clans may be outlawed and subject to a Assassin
bounty and, for a while, an area may draw Footpad
Bounty Hunters from miles around. As Skills Mercenary
well being skilled fighters, Bounty Hunters Follow Trail Protagonist
must be able to track their quarry without Shadowing Slaver
being thrown off the trail, and they tend to Silent Move Rural Tu.rgeteer
be single-minded, harsh and cynical. They Silent Move Urban
are professional killers in every sense, and Specialist �apon - Lasso

-------•COACHMAN··-------

M WS BS s T W I A Dexld Int Cl WP Fel


+10 +10 +2 +10 +10
Travelling the highways of the Old World Skills
is a dangerous business, and those who do Animal Care
it regularly develop important skills. The Drive Cart
Coachman - who bravely runs the gauntlet Musicianship - Coach-horn
daily - faces many hazards; the roads are Ride-horse
dangerous and difficult in places, with Specialist Weapon - Firearms
surfaces seldom adequately maintained, Trappings
and travellers can expect trouble from Coach-horn
bandits, Highwaymen, irate Toll-keepers
and inquisitive Roadwardens, to say Blunderbuss, D6 shots of powder and am­
nothing of the occasional monster or munition
marauding band of Goblins. It is the Hand Weapon
Coachman's unenviable task to convey Mail Shirt
passengers and cargo safely throuah all Career Exits
these hazards, and to carry offlciaf Highwayman
messages or messengers when called Scout
upon. Few Coachmen stay in the job long
enough to benefit from the leamsters'
Guild pension scheme, and some take
their skills into a life of adventuring.

23
SECTION 1: THE PLAYERS' SECTION

F::::::::�;;:;=====?\----------------•DRUID•----------
f�1
1
. The Druid is a
practising
member of the M WS BS S
Old Faith (see +10 +10
Religion and
Belief), follow­
ing a belief apart from it altogether, and all prefer the Religious Token - a small, silver,
whose origin is countryside to town life. Only Humans sickle-knife
lost in the mists may become druids. Staff
. of antiquity. The Dowsing Rods
· Old Faith is out- Skilh
Career Exits
Li=z======,!;J·
side the main Animal Care
religions of the Dowsing Druidic Priest, level 1
Old World, but co-exists with them most Follow Trail Gamekeeper
of the time. Druids pursue a strict code of Identify Plants Hunter
life, and strive to live in harmony with Secret Signs - Druid Outlaw
nature. They long for the natural order of a Trapper
bygone age, and have little patience with Trappings Woodsman·
the modem world.Many choose to live Bag or Sack

Skills Career Exits


Carpentry Alchemist's Apprentice
Drive Cart Artillerist
Engineering Artisan (Carpenter or Stonemason)
Read/Write Gunner
Secret Signs - Dwarven Engineer's Guild Sapper
Set Trap Tunnel Fighter
Smithing
Spot Traps
50% chance ofMetallurgy
Note: As stated in Mandatory Skills, all
Dwarfs automatically have Mining skill.
In the case of Engineers, this skill is
enhanced, so that they have a + 20%
modifier for Construct tests, as well as a
+ 20% modifier for Search tests to find
secret doors when underground.
Dwarvish Engineers are greatly sought Trappings
after in nearly all parts of the Old World, Hand Weapon
for they alone have the skill to create the LeatherJack
mechanical marvels of the age. The Tool Bag
Dwarven Engineers' Guild is a powerful D4 Hammers and D6 x 10 nails
but very secretive body; its structure, rules D4 Cold Chisels
and the bizarre and sometimes distasteful Pick
rituals it employs are founded on cen­
turies of tradition. It has a deep distrust of �6Iron Spikes ·
innovation and invention - if anything had Tongs
been worthwhile, they maintain, the Pliers
Guild would have tried it centuries ago. Heavy Wire - 10 yards
Because of this, and because of the tight Hand Axe
control which the Guild maintains over its Ring with concealed Guild symbol (unless
members, it is not unusual for imaginative wetback)
and inventive young Dwarfs to leave or be
expelled from the Guild and seek employ­
ment and patronage outside it. The
technical term for these individuals, for
historical reasons, is 'wetbacks', although
it is unwise to call them this to their faces.
Wetbacks can be found working for a
number of wealthy patrons in the Old
World, and the Guild is increasingly wor­
ried about the steady undermining of its
position and authority. Guild members
and wetbacks rarely treat each other with
anything but hostility.

24
SECTION 1: THE PLAYERS' SECTION
-------•ENTERTAINER•-------

11.d
.
....· .,
M WS BS S T W I A Dex Int Cl WP Fel
+10 +10 +2 +10 +10

Entertainer Skills Trappings


Acrobat Acrobatics
Actor Acting
AnimalAct Animal Care Bear, Horse or D4 Dogs
Animal Training (equal chance of each)
Bunlm Artist Blather 3 wooden cups and 3
balls
Palm Object Pack of cards
Comic Comedian
Wit
Escapologist Escapology D4yards of chain and
D4locks
Fire Eater Fire Eating Flask of protective
Fortune Teller Palmistrv mouthwash
Hypnotist Hypnotise Silver chann on chain
Entertainers make their living by pro­ Impressionist Mimic
viding live shows in the cities, villages and Jester Jest
palac es of the Old World. They travel Juggler Juggle 6 wooden balls
widely, either in small bands or alone, Knife Thrower Specialist Weapon
per­forming wherever they think there is a Throwing Knife 6 throwing knives
chance of earning some money, or even as Pavement Artist Art D6 pieces of coloured
little as a free meal or a bed for the night. A chalk
very few become sufficiently famous to at­
tract the patronage of the nobility, but the Poet Public Speaking D4books from the
rest live more or less as vagabonds, following:
perfor­ming when and where they can Songs ofOldAlbion,
before be­ing moved on by suspicious The Vulgar Sbepberd and
town Watchmen. Otber Poems,
The BumperBook of
Heroic�
Rotbn{kson's Saga,
La Mort de Rotbnfkson,
The Song ofRotbnfkson
Singer Sing
Strongman Strongman
Tight Rope Walker Acrobatics 6 yards of rope
Scale Sheer Surface
Troubadour Musicianship Lute, horn or drum
Sing (equal chance of each)
Ventriloquist Ventriloquism TuttyDummy
Wrestler Wrestling

Career Exits
All entertainers may choose to become a
different entertainer type on completion
of their basic career, or they may choose a
new Rogue basic career or a random War­
rio� Ranger or Academic career as usual.
Some types of entertainer have special
Career exits open to them; these are as
follows:
Entertainer Possible Advanced
Careers
Acrobat none -but may go to Thief
Basic Career
Bunko Artist Charlatan·
Comic Demagogue
Fortune Teller Charlatan
Hypnotist none -but may go to Hyp­
notist B:nic Career
Strongman Racketeer
Tight Rope Walker none. but may go to Thief
Basic Career
none -but may go to
Minstrel Basic Career
Racketeer

25
SECTION 1: THE PLAYERS' SECTION

-------- ---•EXCISEMAN•------
Excisemen are
· probably the
least popular M WS BS S T W I A Dex I..d Int Cl WP Fel
citizens of the +10 +2 +10 +10 +10
Old World. No
matter how
benevolent the well paid. This means that some inevitably Hand Weapon
government become corrupt, while others go to the Writing Kit
mightbc,or other extreme in the faint hope of secur­ Abacus
how many great ing promotion. D6 Gold Crowns
public works it Skills
may undertake, Career Exits
Blather Agitlltor
!a:::::;::::=:t::::=;=::;;===�dJ the fact remains Numismatics
that no-one likes paying taxes, and the tax Lawyer(only if Law skill obtained)
Read/Write Merchant
collectors bear the brunt of this resent­ Supemumerate
ment. None the less,they are a highly Militiaman
50% chance of Law Outlaw
necessary branch of the civil service, and 20% chance ofEmbezzle
no government could survive long Roadwarden
without them. However,Exdsemen tend 'Inppings Thief(Clipper orEmbezzler)
to lack job satisfaction and are seldom Leather Jack

•FISHERMAN•-------
· Not everyone in
the Old World is M WS BS S T w I A Int Cl WP Fel
an heroic adven­ +1 +1
turer. Many of
those who live
in coastal areas dream of becoming adventurers, sailors. Trappings
and around explorers - and most of all, rich. Most are Leather Jack
lakes,make content to dream, but a few actually tum 25% chance ofBoat(moored or hidden at
their living by to adventuring in pursuit of their am­ nearest water)
fishing. Being a bitions.
Career Exits
Fisherman is not Pilot
a bad life; there Skills
Fish Seaman
is plenty to eat nearly all the time - even if Smuggler
it is always fish. But in hard times, or Sailing
Swim Trader
when it is so hot that the catch goes off
before it can be transported to market, 50% chance ofRiver Lore
Fishermen often gather around the quays 25% chance ofBoatBuilding
and in the dockside inns,where they 5% chance of Cartography

-------•FOOTPAD•-------
W WS BS S T W I A Int Cl WP Fel
+10 +10 +1 +2 +10

ambush with an advantage of at least two


to one. Most will normally only seek to
disable their victim through a stunning
blow to the head,but there are those -
known as Cut-throats - who actually seek
to kill those they rob.

Skills
SilentMoveRural
SilentMove Urban
Strike to Stun

Trappings
Bow or crossbow and ammunition
Club
Hood orMask
Leather Jack
Footpads and cut-throats are a menace in 25% chance of Shield
towns and on the road. They act in groups,
waylaying travellers or helpless passers-by. Career Exits
They prefer to avoid bloodshed unless ab­ Bodyguard Outlaw
solutely necessary, but can fight ferocious­ Fence Racketeer
ly, though they generally attack from Highwayman Slaver

26
SECTION 1: THE PLAYERS' SECTION

M WS BS S T W Cl WP Fel
+10 +2 +10

Skills Career Exits


Gamble Charlatan
Luck
Palm Object
'li'appings
H2ndWcapon
LeatherJack
Pack ofCards (including spare aces)
Pair of Dice
Pair ofloaded Dice (always roll 6's)

_.,/'
----------•GAMEKEEPER•------
Most Old
World lan­
downers
employ Game­ Cl WP Fel
keepers to +10
look after their
est:ites,
woodlands or stead. Gamekeepers or Poachers may take Hand Weapon
hunting parks. this career a second time, taking the 'op­ LeatherJack
Gamekeepers posite' career, following the normal pro­ Manlhlp
look on tres­ cedures for changing careers. Career Exits
passers with Skills
deep and Druid
sometimes fatal suspicion. Toe arch­ Concealment Rural Militiaman (Gamekeeper only)
enemy of the Gamekeeper is the Poacher, Marksmanship Outlaw (Poacher only)
who seeks to make a living by trapping or Secret Sign- Poacher (Poachers only) Raconteur
shooting animals or birds. Every Game­ Setlhlp Rustler (Poacher only)
keeper likes to boast of his victories over Silent Move Rural Scout
these elusive and devious opponents. Spotlhlps Turgeteer (Gamekeeper only)
Poachers and Gamekeepers can be 50% chance ofSecret Language - Ranger
thought of as opposite sides of the same (Gamekeepers only)
coin, and players with Gamekeeper 10% chance of Animal Trainer - Hawk
characters ofa Neutral, Evil or Chaotic Trappings
Alignment may choose to be Poachers in Bow or crossbow and ammunition

------•GRAVE ROBBER•------

M WS BS S T WP Fel
+10 +10
origins of any cadavers they are offered. Career Exits •
Grave Robbers make a living by supplying Bodyguard
this demand, and can often command Physician'sStudent
high prices. Toe practice of stealing cor­ Rat Catcher
pses from fresh graves is regarded with
universal horror, and wealthy families
often invest vast sums in constructing
burial places designed to foil the
bodysnatcher. Toe poor, as always, have
no such luxury. Toe mass graves in the
paupers' section of many town cemeteries
are an open target for Grave Robbers.
Skills
Silent Move Rural
Silent Move Urban
25% chance ofSpotlhlp
Toe medical and magical professions
create a constant demand for fresh cor­ Trappings
pses, and the difficulty of obtaining Black Cloak
suitable specimens legally, means that few Hand Weapon LargeSack
customers enquire too closely into the Lantern Spade

27
SECTION 1: THE PLAYERS' S.IJCTION

------------··•HERBALIST•-------
Medicine in
the Old World
is primitive, M WS BS S
unreliable and
expensive, so
many people patient personally. Some do misuse their Read/Write
rely on tradi­ powers, as those who have been the subject Secret language • Classical
tional cures of love or charm philtres know only too Secret language • Guilder
and medicines well, but the profession is steeped in the 20% chance of Prepare Poisons
handed down folk lore of the Old World, and most of the
through the common people feel the Herbalist is their 'lrappings
centuries. In only friend when they fall ill. Pestle and Mortar
fact, many people distrust 'scientific' Sling Bag with dried herbs
medicine. Herbalists, on the other band, Skills
are respected members of society, Arcane Language • Druidic
although their clientele is not generally so Cure Disease
exclusive as that of the Physicians. They Heal "1:>unds
gather and trade in herbs, and prepare Herb Lore
herbal remedies for all manner of ills. In Identify Plant
rare and severe cases, they will treat the

Adoncei•
M WS T WI A Dex Int WP
+2 + 10
Herdsmen are solitary individuals, who Specialist Weapon • Sling
spend much of their time alone, looking 50% chance of Animal Training
after domestic animals, moving them 75% chance ofHerb Lore
from pasture to pasture, and generally 75% chance of Very Resilient
leading a fairly dull life. Neveretheless,
they learn to look after themselves too, Trappings
for they have to defend their animals from Hand Weapon
predators and bands of thieves and Pan-pipes
rustlers. Herdsmen have a natural affinity Sling and ammunition
with animals of all kinds, even though Staff
they may have grown up tending only a career Exits
few species. Druid
Skills Militiaman
Animal Care Outlaw
Charm Animal Rustler
Musician - Wind Instruments Scout

•HUNTER•
· .... ,., ....,.,.

M WS BS S T WI A Dex Ld Int Cl WP Fel


+20 + 1 +2 + 10 , + 10
kill. The habits and habitats of wild Trappings
animals are a part of their lives; they Bow or Crossbow and ammunition
share an uncommon affinity with the Hand Weapon
creatures of the wild and their ways. The
Hunter may appear sullen and uncom­ Career Exits •
municative to his fellow men, but this is Druid
the result of bis solitary, stealthy lifestyle. Outlaw
Hunters stand out from the common press Scout
of Old Worlders, and arc often seen wear­
ing the skins of the animals they have kill­
ed; in colder climates this has practical as
well as symbolic value.

Skills
Concealment Rural
Follow Trail
GameHunting
Hunting is one of the oldest professions in Secret language-Ranger
the history of the Old World. Each can Secret Signs - Woodsman's
follow and almost sense animal trails with Silent Move Rural
uncanny precision, and is expert at the 25% chance oflmmunity toPoisons

28
SECTION 1: THE PLAYERS' SECTION

_ _ _ _ _ ------------•HYPN TIST•--------­
In the Old O
World, the
power of Hyp­
notism is used M WS BS S
medicinally as
well as for enter­
tainment (see wide range of nervous complaints, Career Exits
Entertainer alcoholism and addiction to various other Charlatan
above). Hyp­ substances, and even some forms ofln­ Entertainer - Hypnotist
notists - with sanity. Physician
the exception of
a few Charlatans Skills
Ll=::;:;::==�====d:l,,I - do not pretend Hypnotise
to understand the mysteries of the Human Magical Awareness
mind, but seem to have a gift for soothing Trappings
its ills. Hypnotists are called in to treat a Silver charm on chain

------------•INITIATE•-----------

Religion has taken second place to money resolve and fitness for progression into the
in the affections of many Old Worlders, priesthood. See Religion and Belief.
but there are still many young men and
women who strive to attain the position Skills
of Cleric. The clerical profession requires Read/Write
great dedication and training from its Scroll Lore
members, and all Clerics start as Initiates. Secret Language - Classical
Initiates-have to undergo harsh training to Theology
become full Clerics, and until they com­ Trappings
plete this training they have no authority Robes
to preach or to conduct services. Time is Religious Symbol (see Religion and
spent learning the scriptures of the Belief)
religion in question and acting as a servant
and assistant to more senior priests. The Career Exits
period spent as an Initiate is often regard­ Agitator
ed as a test of the individual's spiritual Cleric, level 1

T W I A Dex WP
+1 +2 +10
have a good chance of carrying a variety Silent Move Urban
of diseases and parasites, although they 50% chance of Very Resilient
seldom succumb to disease themselves. 25% chance of Consume Alcohol
Jailers generally have no sense of justice or 25% chanceofVery Strong
pity, and are seldom sw:lyed by pleas or 'li'appings
speeches. The thing that talks most clearly Club
to them is money, for theirs is seldom a Ring of heavy keys
well-paid profession. Jailers quickly Bottle of rough wine
become inured to the suffering they see all Fleas
around them, and many are brutal or even
sadistic; a great many jailers are Career Exits
alcoholics. Bodyguard
Rat Catcher
Slaver
Skills Torturer
Immunity to Disease
Immunity to Poison
Palm Object
Jails and dungeons are never pleasant
places, and even short stays can have a
detrimental effect on people. Jailers have
to live in these places, and it shows. They
are seldom pleasant to look at, and they

29
SECTION 1: THE PLAYERS' SECTION

The broad
mass of city­
dwellers enjoy M WS BS S
a precarious
living. Most
hire themselv­
es out as and the like, because then work is Flask of Herbal Tea
Labourers, guaranteed for a longer period. They are Leather Jack
usually on a practical men, and when they tum to
temporary adventuring, as many do in times of Career Exits
basis. Most unemployment, they are often successful. Artillerist (only for characters with
Labourers are Carpentry and/or Engineer skill)
loud, burly, Skills Bodyguard
brusque individuals who like nothing bet­ ScaleSheerSurface Footpad
ter than singing or whistling, climbing 75% chance of Consume Alcohol
around insanely dangerous scaffolding, 75% chance ofSing
drinking prodigious amounts of herbal 50% chance of Carpentry
tea, and occasionally working extremely 50% chance ofDriveCart
hard. Their lives are hardly secure, and 25 % chance of Engineering
they command a fairly low wage com­ 25% chance of Very Resilient
pared to the Artisan classes, but when 25% chance ofVeryStrong
there is plenty of work, Labourers pro­
sper. The best jobs involve the building of Trappings
temples, fortifications, lat'ge houses Sling bag containing packed lunch

-------------•MARINE•--------
The Marine is a sea­ .1'2ttCCSdiCJUt
fighter, a Warrior M WS BS S
who sails with
. ,·· civilian or fighting +10 +10 +1
-•'lml.MIP"l, · assurance
ships to offer some
against
Pirates. On fighting sharks; most, though, try to bribe the Grappling hook and 10 yards of rope
ships, the Marines Marine into their own service. Mail shirt
also form press Shield
gangs, which are a source of fear in some Skills Career Exits
coastal towns. Those unfortunates pressed ConsumeAlcohol Artillerist
into service can buy their way out of the Disarm Bounty Hunter
navy, but - more often - they are faced with Dodge Blow Footpad
a hard, dangerous five-year spell aboard a Row Mercenary Captain
fighting ship. This side of their busines& Secret Language - Battle Tongue Sea Captain
has made the Marines a feared and loathed Strike Mighty Blow Slaver
part of the seaboard community, even Strike to Stun
though they perform a dangerous and 25% chance ofSwim
rigorous task. Many SeaCaptains, faced
with a captive Marine after taking a prize Trappings
have ordered the fellow thrown to the Bow or crossbow and ammunition

-----------•MERCENARY• -------
The
Mercenary M WS BS S
fights for
money,the +10 +10 +1
spoils of war
and the taste of ones realise that there is no crock of gold Mail shirt or Metal Breastplate
blood.All for the hired fighter, and so they tum to Shield
Mercenaries adventuring for variety, or in search of
dream of un­ greater rewards. Career Exits
told riches; for Artillerist
most of them, Skills Gunner
the reality con­ Disarm Mercenary Captain
sists of an ear­ Dodge Blow Outlaw Chief
ly death and an unmarked grave. Sapper (dwarfs only)
Mercenaries roam the Old World, from Secret Language - Battle Tongue
Strike Mighty Blow Slaver
one war to another - inevitably someone Tunnel Fighter
will hire their swords to settle a grievance. Strike toStun
Rich Nobles, Merchants and others take on 75 % chance ofDriveCart
Mercenaries to bring an argument to a 50% chance of Animal Care
swift conclusion; the Old World 25% chance ofRide
kingdoms generate enough conflict to
keep many thousands of Mercenaries fully Trappings
employed. Eventually, however, the wiser Bow or crossbow and ammunition

30
SECTION 1: THE PLAYERS' SECTION

-----------•MILITIAMAN•-------
Throughout
the Old World,
armies are M WSBS S T
organised on a +10 +10 +1
three-fold pat­
tern. The
Nobles pro­ to spend a certain amount of time each 25% chance of AnimalCare
vide an 'elite' year - usually seven days - training 25% chance of Ride
volunteer together on common land (this elemen­ Trappings
force; tary training gives them some advantage). Bow or crossbow and ammunition
Mercenaries Militia leaders are either civil leaders or Mail Shirt
are hired for retired military types. Equipment is pur­ Shield
professional ·muscte·, chased and maintained by the local Spear
and the Militiamen do all the hard work. government body, and so it can vary
Militias are part-time local defence forces, tremendously in quality from town to Career Exits
formed from the rural peasantry (only town. Some militias will be equipped Footpad
very rarely are city-dwellers called up, almost to mercenary standards, while Mercenary
although they may serve in the Watch, others may be no better off than the Outlaw
which may itself form a military body in peasants.
time of war). All forms of local govern­ Skills
ment are empowered to call up all able­ Dodge Blow
bodied men and women to form the Strike Mighty Blow . ji ·
militia, and the Militiamen are committed 50% chance ofDriveCart ��-

M WSBS S
+10 +10
meaning. Many people found the peculiar tend to lead the wandering life out of
talent Elves have for song made them preference; their temperament does not
ideally suited to the role, and therefore suit them to working for a Human master,
those wandering Elven balladeers became and many hold to the opinion that mere
known as Minstrels, to distinguish them Humans cannot properly appreciate their
from their plainer Human contempor­ art anyway.
aries. Much later, the distinction began to Only Elves may have a basic career as a
disappear, as great Human singers began to
enter the employment of Noble houses. Minstrel; others may become Minstrels
Minstrels enjoy the advantage of guarante­ after having been 1roubadours (see
ed bed, board and spending money, Entertalaer-Troubadour above).
though in return they are expected to pro­ Skills Career Exits, ·
duce words and music as the patron Charm Charlatan
demands (and some find the task of com­ Ettiquette
posing odes on the beauty of their Musicianship
patron's spectacularly-plain spouse in­ Public Speaking
terferes unduly with their artistic Sing
freedom). Though the life can hardly be
Tolditionally, Minstrel was just a term d-=scribed as hard, many Minstrels find
given to singers of ballads and airs who the1QSelves forced to become adventurers, Trappings
travelled the by-ways of the Old World, having left their employment rather hur­ Lute or mandolin 1\ � .
making a living from their songs. riedly following indiscretions with Sheet music ' - \�
However, the word has a more precise members of the family. Elven Minstrels Colourful clothes��'-
.it- .• " ,-:.,;;. ..,

____,,-------------•MULESKINNER•--------
Wagon or
mule trains are
the most com-
'_,l. mon means of
transporting
goods over­ themselves, Muleskinners often double as Broad-brimmed hat
land in the Old guards in much the same way as Hand weapon
World, and it is Coachmen. Whip
the Muleskin­
ner's job to Skills
look after the AnimalCare
animals(be Specialist Weapon - Flail Weapons
���==:· :=:!!!::::::=:i!.1- they mules, 75% chance ofDriveCart
oxen or anything else) and ensure that
they are fit and co-operative. Since 25% chance of Animal Training
everyone working on a long-distance 'lra ppings
caravan must be able to look after Weatherproof coat

31
SECTION 1: THE PLAYERS' SECTION

---------•NOBLE•--------
·Advance�(
M WS BS S W I A WP Fel
+10 +10 +2 +10 +1
occupations of the noble class seems to be Ride
to cause untold harm to other members, Wit
even to those from one's own family. Many 50% chance of Gamble
disinherited nobles tum to military life or 50% chance of Public Speaking
adventuring for the excitement, certainly, 25% chance of Consume Alcohol
but many more do so because they 25% chance of Specialist Weapon - Fenc­
wouldn't know what else to do. Certainly ing Sword
none of them would lower themselves to 10% chance of Musicianship
practise a trade, and few would tolerate Trappings
the boredom of study for an academic
profession. They see war as a great and Horse
glorious game, and they view getting Expensive clothes
drunk , insulting commoners and wreck­ 2D6 Gold Crowns
ing restaurants in much the same light. Jewellery worth 10D6 GC's
Nobles tend to have a short attention span, D4 Hangers-on
an irritating accent and an unfailing ability Career Exits
to rub lesser mortals up the wrong way, Bawd
To be one of the ruling classes seems-to but they nearly always manage to sail Duellist
the ordinary citizen of the Old World-to through life almost unscathed owing to a Freelance
grant the right to live a life removed from combination of luck, charm and the Gambler
the cares and struggles of ordinary men. deference which their free-spending man­ Student
Nobles cootrol the land, and many have ner tends to generate in tradesmen.
had the sense to involve themselves in Skills
matters of commerce, in competition with Blather
bankers and financiers. However, the Charm
younger sons of noble families frequently Ettiquette � /4-'�
have to fend for themselves when their Heraldry .� .
�� -�� � ,. ,
elder brothers take over the family fortune Luck .-.ik.�� iJa, < ,- - . -.
and estates, since one of the major pre- Read/Write� -� -, ·

----------•OUTLAW•----------

M WS BS S T W I A Int Cl WP Fel
+10 +10 +2 +10 +1 +10
their attentions to the wealthy and the 50% chance of Animal Care
minions of the establishment; the fact 25% chance of Marksmanship
that these are more likely to be worth 25% chance of Secret Signs - Woodsman's
robbing has never escaped them,
although they will attack just about Trappings
anyone in times of hardship. Outlaws Bow and ammunition
prefer to work in forests or areas of Shield
rough terrain, where there is plenty of 50% chance of Leather Jerkin
()
cover. Their favourite tactic is the Career Exits
ambush, and some make quite a Gamekeeper
speciality of leaping out of trees. Their Highwayman
rugged outdoor life makes them fairly • Outlaw Chief
tough, but it can be wearing on the Rustler
constitution; many Outlaws have almost Turgeteer
permanent coughs and severe skin
disorders, and those who live to any age
are invariably riddled with arthritis.
Skills
Outlaws are those who have been driven ConcealmentRural
from general society, or who choose to Disarm
live outside its laws. In practice, this can Dodge Blow
mean a great many people. Some Scale Sheer Surface
Outlaw strongholds are quite powerful, Secret Language - Battle Tongue or T hief
and can effectively become independent (equal chance of either)
�tty kingdoms. Outlaws tend to Set Trap
identify themselves with the peasantry Silent Move Rural
and the common folk upon whom they Spot Trap
rely for support and protection, Strike Mighty Blow
although there are Outlaw nobles and Strike to Stun
princes, disowned by their bmilies and 75% chance ofDrive Cart
fighting guerilla war against their former 15% chance ofRide-Horse
homeland. Outlaws generally corulJ!e

32
SECTION 1: THE PLAYERS' SECTION

•OUTRIDER•-------
Outriders are
experienced
fighting-men, M WS BS S T Int Cl WP Fel
employed to +10 +10 +1 +10 +10
reconnoitre to
the front and
flanks of borders or troublesome areas, operating in Trappings
travelling par­ the same wayas a Scout and gathering in­ Horse, saddle and harness
ties and ar­ formation on potential hazards, troop Bow or crossbow and ammunition
mies, keeping movements and other activity. Mall shirt
a lookout for Rope - 10 yards
possible at­ Skills Shield
tackers and Animal Care Career Exits
other problems. Most base their skill on an Follow 1rail Scout
intimate knowledge of the area through Orientation Highwayman
which they journey. They are expected to Ride-Horse Mercenary
operate more or less independently of the Silent Move Rural
party or army they serve, and must be able Specialist Wearon Skill - Lasso
to look after themselves and live off the 75 % chance o Secret Signs - Scout's or
land as they go. Occasionally they under­ Woodsman's(equal
take long-range patrols along dangerous chance of either)

--------------•PEDLAR•---------
Few villages
have shops or
regular M WS BS S T
trading-posts +10 +10 +1
of their own,
so all are strongly in the fraternity of their pro Trappings
dependent on Wagon and Horse
the Pedlar, a fession, even though they can come from
small-time many different races and have no common Mattress and D4blankets(in wagon)
tradesman. culture, traditions or languages. Many D4sacks - containing:
Buying easily- pick up skills as Herbalists. They are D4pots and pans
iat::;:::::::c:::t:===::::==-=··=z::a!ii·· · transportable almost universally distrusted, especially 3D6 small knives
goods at by Roadwardens and Watchmen. D6x lOOpins
markets from craftsmen or merchants, D6reels of coloured ribbon
Lantern.
Pedlars travel from village to village, sell­ Pack - containing:
ing their wares and carrying news and Skills Tinderbox
gossip from the towns. A Pedlar's wares Animal Care 4blankets
can be anything that is easily carried, such Blather Rope - 10 yards
as pots, pans, small items of clothing, Drive Cart
purses, pins, knives, and so on. In more Evaluate Career Exits
settled areas, Pedlars are often licensed, . Haggle Bodyguard
and they may have their own guild to pro­ Herb Lore Fence
tect their interests and discourage out­ Secret Signs - Pedlar Outlaw
siders from poaching their trade. Most live Specialist Weapon - Fist Weapon 'Ihlder
a completely nomadic life, and believe 10% chance of Astronomy Trapper

----------- •PHARMACIST•-------
Pharmacists
are specialists . Advance Sditie i t·
who prepare M WS BS S T
and supply the
medicines
prescribed by
Physicians. In often the scape-goat when the Physician Trappings
manyways fails, and many have been forced to leave Pestle and mortar
they are the town in disgrace, and have either offered D6small glass jars - containing various
counterpart of their services to Outlaws and bandits, or powders and solutions
the Herbalist, have sought adventure in the wildest lands
dealing in of the Old World. Career Exits
mineral and Alchemist's Apprentice
chemical preparations rather than herbal Charlatan
remedies. They have a working familiarity Skills Physician
with a wide range of rare and exotic Chemistry Prospector
substances, and their properties for heal­ Cure Disease
ing or otherwise. It is a profession which Heal Wounds
demands great skill, and most Pharmacists Immunity to Poison
are kept in the employ of great houses to Manufacture Drugs
make sure the best treatments are readily Prepare Poisons
available. Unfortunately, the Pharmacist is Secret Language - Guilder

33
SECTION 1: THE PLAYERS' SECTION

r<.===========:::::::::a - -------•PHYSICIAN'S STUDENT•--- --


After the
military and
the church,
the most
popular career
M WS BS s T
···... .•·:.···· ·.

W I A
+1 +10
: ·CC·Cc

Dexll.d Int Cl WP Fel


+10 +10
for young,
relatively of students who pay them fees. Most Trappings
wealthy Old hospitals and universities in large cities Hand Weapon
Worlders is have teaching facilities. It takes several Medical Instruments (battered) in case
that of Physi­ years and a great deal of work to become a Pottery jar - containing D6 leeches
,._ clan. Anyone Physician, and not all students last the Career Exits
with talent - or course. Bawd
j
ti��,:�;�� great w�alth ;:;;3::- Skills Charlatan
patronage of the nobility. As with most Read/Write Grave Robber
Academic careers, the only way to Scroll Lore Physician
become a Physician is to take tuition from Secret Language - Classical
an established practicioner. Physicians, 50% chance of Cure Disease
however, do not take apprentices as such. 50% chance of Heal Wounds
Instead, renowned or retired individuals 50% chance ofManufacture Drugs
sometimes teach their skills to groups 50% chance of Prepare Poison

---------•PILOT•---------

M WS BS s T W I A Dex Ld Int Cl WP Fel


+1 +10 +10l +10 +10
will visit. It is the very fact that they are so Trappings
trusted that makes some fall from grace, Leather Jerkin
and others become the victims of Rope - 10 yards
One of the most important men on the fraudsters. Many a Pilot has been 'set up' Rowing boat - moored on nearest water
seaboard is the Pilot. Pilots guide large as a vessel has scuttled on the way into 2lanterns
boats and ships into port through harbour, with the owner claiming it Career Exits
dangerous coastal areas, and become the struck a sandbank. For these men, a new Navigator
most trusted associate of all mariners. life as an adventurer is all that is left,and Raconteur
Most live onshore, normally in or near a many others fall deeper into a life of
crime, Sea Captain
harbour area, and work in conjunction Smuggler
with the harbour master and the masters Skills
of any ships coming into the harbour. Orientation
Pilots are essential, because no ship's Row
crew is going to have the necessary detall­ Sailing
ed knowledge of local tides,sandbanks Swim
and hidden rocks for every port they 20% chance of Consume Alcohol

In many parts .·mce


of the Old
World,com­ M ws BS s T I w A Dex Ld Int Cl WP Fel
bat to the +20 +1 +2 +10 +10 +10
death is still a
popular form
of entertain­ job for the money and the sport, who are 50% chance ofVeryResilient
ment. The not just convicts. The sport attracts large 50% chance ofVeryStrong
cheapest form audiences, and much money changes Trappings
this takes is a hands through betting. Those few hardy Shield
one-on-one souls who survive long enough to buy MailShirt
brawl in an their way out nearly always end up as Knuckledusters
· ··· · enclosed ring Outlaws, Bounty Hunters or adventurers,
or pit, between two condemned criminals where their formidable fighting skills and Flail
or prisoners of war. The fights can be bard fearlessness makes them indispensible. 20% chance of Two-handed weapon
and vicious,because Pit Fighters who Career Exits
manage to survive for any length of time Skills Bounty Hunter
pick up a lot of weapon training and,in Disarm Footpad
some cases, enough money to buy their Dodge Blow Giant-Slayer (Dwarfs only)
freedom. In previous decades,it was Specialist Wcapon - Fist Weapons Judicial Champion
fashionable to use Half-ores as Pit Specialist Weapon· Flail Weapons Outlaw Chief
Fighters,but they were too dangerous to Specialist Weapon· Parrying Weapons Tunnel Fighter
keep in or near large Human populations, Specialist Weapon -Two-banded
and Human Pit Fighters are the norm. Weapons
Also,there is a growing breed of profes­ StrikeMighty Blow
sional Pit Fighters,men who do the Strike to Injure
SECTION 1: THE PLAYERS' SECTION

Far from the


normal trade
routes, towns M WS BS S w I A Dex Int WP Fel
and farms, +10 +10 +1 +2 +1
Prospectors
can be found tors' shanty towns spring up almost Trappings
sifting through overnight, only to be abandoned just as Pack
the silt of river quickly once the area is worked out.The One-man tent
and stream lure of gold is one of the few things that Pick
beds in search can draw a Dwarf above ground, and Shovel
of gold wash­ Dwarven Prospectors are not an uncom­ Pan
ed down from mon sight in gold-rush areas. 25% chance of Mule
the moun­
tains. Most deposits in populated areas are Skills CareerExits
already exhausted, so Prospectors spend Animal Care Scout
most of their time in remote and Carpentry Soldier
dangerous mountain and badlands areas. Metallurgy Tomb Robber
Their one hope is to find a large vein, and Orientation Tunnel Fighter (Dwarfs only)
to claim it or work it before others find RiverLore
out, but few manage to resist bragging 50% chance of Fish
about their find, even when they do final­ 50% chance of Game Hunter
ly strike it rich. Word spreads quickly 50% chance ofLuck
when gold is discovered, and Prospec- 20% chance of Cartography

----------•PROTAGONIST•------
Some Old
Worlders get so
used to its M WS BS s T W I A DexLd Int Cl
violent ways +10 +1 +2 +10 +1 +20
that they resort
to fist or sword
to earn every When no client is forthcoming, Pro­ Strike to Injure
penny. Pro­ tagonists generally travel from place to Strike to Stun
tagonists live by place, challenging those they meet and Trappings
their combat robbing their defeated victims. Of course
skills, picking the risks are high. Local law enforcement Horse with saddle and harness
fights for small officials do not take kindly to the Pro­ Mail shirt or metal breastplate
Li:::�;=:==�===:::dJ sums -even just tagonist's lifestyle, and an error of judge­ Shield
the price of a drink. In many cases, Pro­ ment in sizing up prospective opponents CareerExits
tagonists are hired to provide a beating or can be fatal. The Protagonists add a Bounty Hunter
a damaging fencing lesson, hiding the fact strangely random air to the endemic Duellist
that there is someone in the background violence of the Old World. Footpad
who profits from or enjoys the results by Judicial Champio11
provoking the fight over some ridiculous
trifle. Roughing up a few locals will be Skills
comparatively cheap, while more able op­ Disarm
ponents and more extensive injuries are Dodge Blow
proportionately more expensive, and a Ride-Horse
murder might earn the Protagonist Street Fighting

. L-1,I
enough to live on for several months. Strike Mighty Blow

----------•RACONTEUR•------
: •·•.··
Raconteurs
•. ,· ..
love to talk.
. For hours on
•••· M WS BS S w I A Dex Int WP Fel
). 4..!.,-
> end, they pon-
tificate, rant
+10 +1 +10 +10
3-� ·· and hurl abuse
at anyone who
will listen. risque anecdotes over the brandy and Skills CareerExits
And, strange cigars at a society dinner, Raconteur's Blather Charlatan
though it may voices are the tools of their trade. Charm Demagogue
seem, people Understandably, in a world where few Public Speaking
do stop to can read and gossip is rife, anyone who Seduction
listen. For one can command the attention of others Story Telling
thing, Raconteurs are good at what they through the spoken word will make a Wit
do; no matter what they say or what they name for themselves. The only risk in­ 25% chance ofEttiquette
are talking about, they always manage to volved is that most Raconteurs find Trappings
be interesting, amusing or captivating. themselves accompanying great armies or Clothes (often loud, always of fine
Like actors, they are masters of speech, bands of adventurers, just so they can quality)
and can convince their listeners of just witness magnificent events as the source Hat (nearly always outrageous)
about anything. Whether standing on a of their next epic tale. The smarter ones 3D6 Gold Crowns
box in the town square or recounting tend just to make them up.

35
is a common
sight every­ W I Dex Int
where in +I +IO
villages, towns
and cities, mak­
ing a living by where they become favoured scouts Trappings
disposing of the among adventurers who poke around in Ratter's pole with D6 dead rats
vermin which caves and dungeons. Sling and ammunition
infests all dwell­ Small but vicious dog
ings in this un- D6 animal traps
1.cz:t��==�=:al sanitary age. Rat
Catchers are often travelling folk, Skills Career Exits
although in a large town or city settled AnimalTrainer - dog Bodyguard
'vermin soldiers' may actually be Concealment Urban Footpad
employed by the authorities. Rats are Immunity to Disease Grave Robber
Jailer
their chief enemy, but a Rat Catcher will
also be able to deal with moles, mice and
Immunity to Poison
SetTrap / ,y
similar pests. It isn't a great life, and many Silent Move Urban dZ.J���
soon retire from the cellars and seek Specialist Wcapon - Sling
adventure in the clear air of the country... SpotTrap

they are found. It's an enormous task. In Trappings


theory, the tolls pay for the upkeep of the Bow or crossbow and ammunition
roads, but this is not always the case, and Horse with saddle and harness
the safety and honesty of the Toll-keepers Mail shirt
has to be checked upon. Skilled Road­ Rope - 10 yards
wardens can find themselves leading Shield
militia after bandits or goblinoid war­ Career Exits
The roads of the Old World are narrow bands. Roadwardens will also occasional­ Highwayman
and treacherous; many are little more ly ride with wagons or coaches with Militiaman
than tracks. The few decent roads have important cargo or passengers, to bring Outlaw
toll gates and charg_e travellers a fee. Also, their swordarm to the assistance of
needless to say, the roads are rarely safe, Coachmen and drivers. Because of who
with bandits and the like menacing they are, Roadwardens get to hear of all
travellers, and Goblin bands digging pits kinds of treasures and adventures from
and laying traps for coaches and riders. captured bandits and Outlaws, and
Because of these threats, many civic sometimes the temptation proves too
bodies employ professional marshals call­ great and they set off as adventurers.
ed Roadwardens, who patrol the roads, Skills
dealing with or reporting problems as Ride-Horse

The Dwarfbolds of the Worlds Edge Note: Only Dwarfs can become runners.
Mountains are connected with each other
by miles of tunnels. Communications bet­ Skills Career Exits
ween holds is carried out by means of Flee! Scout
Runners - specially-trained young Dwarfs FleetFooted TunnelFighter
who risk life and limb to carry messages Orientation
from one hold to another. Over recent SpotTraps
centuries, as more Dwarfbolds have fallen 75% chance of Silent Move Urban
to the goblinoids, the Runner's lot has 50% chance of Sixth Sense
become increasingly harder. They are 25% chance ofFollowTr:tµ
forced to take more and more circuitous
routes, and even these are fraught with
danger as the goblinoids discover the tun­ Trappings
nels. Often, Runners have to leave the Running shoes
tunnels altogether and cross the moun­ Specially made, loose-fitting clothes
tains and valleys on the surface. Headband
SECTION 1: THE PLAYERS' SECTION

In rural areas,
the Rustler
makes a living M WS BS W I A Int
by stealing cat­ +10 +10 +2 +10
tle and sheep
and reselling
them at distant in preference to the large where guards Trappings
markets. may be placed, and live away from the Horse and Cart
While rustling small communities, taking the money Hand Weapon
can be pro­ they earn into the cities to spend. Lantern
fitable, most Rope - 10 yards
convicted
Rustlers are punished by death or mutila­ Career Exits
tion, so the risks are great. Unlike other Skills Outlaw
rural criminals, Rustlers are not favoured Drive Cart Slaver
by the small farmers and villagers, since Silent Move Rural
they rarely operate from the area in which Specialist Weapon - Lasso
they were born or in which they have 50% chance of Secret Language - Ranger
family. They take from small farms 20% chance of Animal Care

S T

the other end of the scale there are the Trappings


simple public Scribes who make a living
by reading documents or writing for the
Writing equipment ?
common folk. So rare is their talent, that Career Exits
many are virtually enslaved by their Forger
masters. It is often the case that Scribes Lawyer
who run away to escape this servitude Merchant
will take on the dangerous life of the Scholar
adventurer, just to hide their past com­
pletely.
In a world where very few people are Skills
literate, the Scribe is very much in de­ Arcane Language - Magick
mand. Virtually all the guilds, civil and Read/Write
religious bodies, the legal profession and Secret Language - Classical
the military require large numbers of 50 % chance of Speak Additional
Scribes for their record-keeping, while at Language

I A
+10 +1

and enjoy bragging, yelling, singing and Trappings


brawling, which can iritate other Bottle of cheap spirit
members of the public. They also get used
to cheap liquor; any character following Career Exits
this career has a base 5 % chance of being Boatman
an alcoholic. As an experienced seadog, Pilot
the Seaman is used to brawling and Raconteur
fighting on land and sea, and sudden out­ Sea Captain
breaks of violence on ship or in dockside Slaver
taverns happen with terrible frequency. Smuggler

Skills
Dodge Blow
Row
Sailing
Many folk depend on the sea. Fishermen, Scale Sheer Surface
Traders, even some Kings. Seamen are the Speak Additional Language
closest to the sea of all, though their lives - Street Fighting
be it on a merchantman or a fighting ship - Strike Mighty Blow
are harsh and often brutal. As a result, . Swim
Seamen tend to be rather loud and brash, 75 % chance of Consume Alcohol

37
SECTION 1: THE PLAYERS' SECTION

Seers are self­


appointed
religious
authorities,
operating out­
side normal
churches. ally be seen as an eccentric. Some of them Trappings
They can be may actually be divinely inspired; more Divination equipment (bones,sand-tray,
found in the often than not, though,they are either dice,etc.)
market places Charlatans on the make or completely Career Exits
of any town, unhinged. Agitator
proclaiming Charlatan
their latest Skills
revelations to anyone who will listen. In Arcane Language - Magick
an age of religious intolerance and com­ Divination
petition, Seers may appear to be oppor­ Magical Sense
tunists, poaching from genuine beliefs; in 50% chance of Blather

_________________________________
an age where mental Illness is not fully 50% chance ofCharm Animal
understood, the Seer may more realistic- 50% chance of Public Speaking

_\
Servants aren't
quite on the
lowest rung in S T W I Int WP Fel
society; there +2 +10 +10
are slaves after
l all. But for the
scullion,stable housekeeper, many of the more enterpris­ Trappings
, . boy or serving ing leave their master's service and seek Club
wench, a life out more exciting lives. 306 Silver Shillings
of adventure 25% chance of livery (a suit of good quali­
· must seem the ty clothing in the master's heraldic
only dream colours)
· ·. they might Skills
fulfil. These unfortunates spend most of Dodge Blow Career Exits
their time being given the menial and 25% chance of AnimalCare Agitator
unpleasant tasks by more senior members 25% chance of Blather Gamekeeper
of the household. Although it is possible 25% chance ofDriveCart Scribe
for a Servant, by dint of many years time­ 25% chance of Etiquette Thief
serving and hard work,to rise to a more 2 5 % chance of Heraldry
respected and authoritative position 10% chance ofCook
within the household,such as butler or 10% chance of Ride - Horse

major ports, nearly everything moving in 25% chance of Speak Additional


or out is taxed in some way. Given this Language
burden, there is no shortage of enterpris­ Trappings
ing souls who avoid these taxes by smug­ Horse and cart
gling; it is a way of life for some people, Rowing bo:tt (moored or hidden on
and in some of the more remote coastal nearest water)
villages may occupy themselves in smug­ Hand Weapon
gling quite openly. Smugglers are quite Leather Jack
often very respectable people,who find
the opportunity to cut a few corners. So Career Exits
rife is amateur smuggling,that the profes­ Fence
sionals are looked upon as being more like Pilot
generous tradesmen than criminals. Seaman
Skills
DriveCart
Row
Most of the sea and road trade in the Old Silent Move Rural
World is subject to duties and taxes; coun­ Silent Move Urban
tries,towns,petty fiefdoms - just about 50% chance ofConsume Alcohol
anyone who chooses to can place a duty 50% chance of Secret Language - Thieves
on the movement of goods. At some Tongue

38
SECTION 1: THE PLAYERS' SECTION
-------------•SOLDIER•--------
It is quite rare
for there to be a
standing
military force in
the Old World,
since most na­
tions depend on many tum their back on the harsh army Shield
their militia and life, and tum to a life of adventuring in the
, ·� nobility, backed hope of greater rewards, Career Exits
· ', up with mercen- Artillerist
1, '\, ary help when Skills Bounty Hunter
\ required. Disarm Footpad
i.t::::;::=::::::':5:::�c:::::.�:±'d.l However, dur­ Dodge Blow Gunner
ing any lengthy war, most countries will Secret Language-Battle Tongue Mercenar y Captain
develop and employ professional fighting Street Fighting Slaver
Sapper (Dwarfs only)
men. Soldiers exercise a degree of power Strike Mighty Blow '"'
beyond their individual prowess, for
although they are at the command of of­
50% chance of Animal Care
25% chance ofRide-Horse
f' ',,::
ficers and lords, it is their skill upon the
field of battle that becomes the crucial fac­ Trappings
tor in the survival of each Kingdom during Bow or crossbow and ammunition
prolonged strife. Once independent, Mail Shirt

------------•SQUIRE•--------
Squires act as
servants to
Nobles and W WS BS S I A Dex
Free Lances, +10 +10 +10 +1 +10
and it may
seem to some
that their token 'apprenticeship' before they receive Trappings
status is no bet­ some recognition from a Noble of higher Mail Shirt
ter than that of rank. Pony with saddle and harness
a common Shield
domestic. The Skills Career Exits
Squire attends Animal Care Freelance
to the mainten­ Animal Thtining Mercenary Captain
ance of the horse and armour and the war­ Dodge Blow
rior's other general needs. Many untitled Etiquette
Nobles -younger sons of petty aristocrats Heraldry
serve as Squires as part of their training, Ride-Horse
although in some cases this is only a Strike Mighty Blow

-------•STUDENT•-------
\} ...

s w
/:CC,/,
M WS BS T I A Dex Id Int Cl WP Fel
+1 +10 +10 +10 +10

respected careers. Many Students, knowledge skill


however, tend to forego these oppor­ Writing kit
tunities in favour of broadening their
range of social activities and developing Career Exits
their less intellectual appetites. Agitator
Bawd
Lawyer
Skills Navigator
Arcane Language - Magick Scholar
Read/Write Thief
Secret Language - Classical
25% chance of Consume Alcohol
20% chance of History
10% chance of Astronomy
10% chance of Cartography
10% chance of Identify Plants
10% chance of Numismatics
There are many Students receiving formal 10% chance of Speak Additional Language
tuition at the university establishments of
the Old World. By doing so, they have the Trappings
opportunity to learn many new skills, and Hand Weapon
to progress into a variety of lucrative and D3 textbooks corresponding to each

39
SECTION 1: THE PLAYERS' SJICTION
-----------•THIEF•-----------

s T W I A Dex Ld Int Cl WP Fel


+2 +10 +10 +10

Consult the following table for skills and trappings:


Thief Skills Trappings
General Concealment Urban Hand Weapon
Thief Secret Language - Sack
Thieves' Tongue
Secret Signs -
Thieves' Signs
Silent Move Rural
Silent Move Urban
25% chance of
Evaluate
Burglar as General Thief plus: as General Thief plus:
Pick Lock Black-hooded tunic
Scale Sheer Surface Lockpicking tools
Spot Tolp Rope- 10 ym1s
Many Rogues have no special skills or in­
clinations, but indulge their larcenous
tendencies as the opportunity presents Clipper as General Thief plus: as General Thief plus:
itself. The simplest way to make money in Palm Object Small clippers and ftles
the Old World is to take it from somebody
else. Thieves arc opportunists, ready to Embezzler as General Thiefplus: as General Thief
tum their hands to anything - they may Palm Object
even consider legitimate employment 50% chance of Read/Write
from time to time, although many regard 25% chance of Super
employment with distaste. Numerate
Although nearly every Thief is a jack-of­
all-trades, there are those who specialise Pickpocket as General Thief plus: as General Thief
in certain types of crime. Burglars Flee!
specialise in entering and robbing houses, Palm Object
mainly at night. They are adept at spotting Pick Pocket
the tell-tale signs that show a house is not
occupied, and are skilled in dealing with
locks, alarms and other security devices. ing to cut the purse from the victim's belt Career Exits
with a small, sharp knife or straight razor. All beginning characters who roll Thief as
Jewellery has a high value, but is too often their careers start off as General Thieves.
Clippers are petty crooks who earn their difficult to steal unnoticed and can be Thereafter, all Thieves may elect to
living by tampering with coinage. Old easily traceable - which makes it difficult become a specialised Thief type on the
World coins are irregularly-shaped things, to dispose of without the help of a reliable completion of their Basic Career, or they
whose value is determined by the weight Fence who will probably rob the Thief may choose a new Rogue or a random
of metal they contain; the stamp of the is­ even more than the Thief has just robbed Ranger, Warrior or Academic career as
suing government on both sides of a coin the true owner ... usual. Additional Career Exits are available
is a guarantee of its weight and conse­ as follows:
quently of its value. The Clipper exploits
this by clipping or shaving a small amount General Bodyguard
of metal off the coin. By doing this to ten Thief Charlatan
or twenty coins, the clipper can recover Outlaw
enough metal to make a new coin. One Racketeer
trick, which requires considerable exper­
tise, is to saw a coin in half from edge to Burglar Bodyguard
edge, to give two coins which can be pass­ Fence
ed to the unwary.
Clipper Counterfeiter
Embezzlers are highly-skilled Rogues Fence
who work, undetected, for an individual
or organisation, syphoning off money Embezzler Fence
through various methods. They place Scribe
themselves in positions of trust, and then lrader
help themselves to the monetary wealth of
their clients. , Pickpocket Bodyguard
Fence
Pickpockets are specialised Thieves
whose forte is stealing valuables from
pockets and purses. The Pickpocket is a
regular curse in cities, and on crowded
market days there can be any number of
individuals or teams operating through
the crowds. Cash, of course, is the
favourite, the most common technique be-

40
SECTION 1: THE PLAYERS' SECTION
------- •TOLLKEEPER• - ------
The toll-gates on
the roads of the
Old World are M WS BS S T W I A Dex l.d Int Cl WP
1D2DDed and +10 +10 +2 +10
maintained by
Toll-Keepers,
who live in a Keeper must cope with the hostility of Career Exits
house by the everyone who passes his home, or take up Highwayman
side of the road. some less loathed form of employment. Militiaman
The toll-gate Toll-Keepers who live on rivers and col­ Outlaw
system is sup- lect tolls for the use of locks are known as Thief - Embezzler
Lock-Keepers.
l...J.::zd!:!6::i=i:;=::::l�:dil- method
posed to be a
for
maintaining the roads, and paying for the Skills
Roadwardens; instead the gates them­ Evaluate
selves are often the scenes of violence, Haggle
robbery and murder, as Outlaws rob the
Toll-Keeper. Equally often, road users 'lrappings
themselves, with whom this form of road Bow or crossbow and ammunition
tax Is far from popular, decide to kill the Mail Shirt
keeper and destroy the toll-gate. The Toll- Shield

------•TOMB ROBBER • ------


Tomb Robbers
•· differ from
\ Grave Robbers
in that they are
interested in the
valuables that
_,...,..,..•..,.�., might have been darkness. It is not unknown for rich tombs 'lrappings
buried along to have a number of traps and other Crowbar
with a body, devices to thwart Tomb Robbers, and to Hand Weapon
rather than the enjoy a long and successful career they Lantern
body itself. must learn to locate and disarm them. Few Leather Jack
Although very survive long enough. Rope - 10 yards
few burials in D4sacks
the Old World include valuable goods
these days, there are many ancient burial Skills
sites which may contain treasure, and the Concealment Rural
Tomb Robber's speciality is locating and Concealment Urban
plundering these sites. The richest Silent Move Rural
treasures belong to the fabled tombs of Silent Move Urban
Araby, but there are many less well-known Spot'ftap
tombs in the Old World. Often, places 75% chance of Secret Signs - Thieves'
such as these are revered and protected by 50% chance of SecretLanguage - Thieves'
the local inhabitants, so the Tomb Robber Tongue
must operate secretly or under cover of 50% chance of Evaluate

------ -•TRADER•---------

M WS BS s T w I A Dex Ld lnt Cl WP Fel


+10 +1 +10 +10
In larger towns and cities, there are suffi­ Skills
cient people so that 'lraders can set up a Evaluate
small shop or market stall. Thus, instead Haggle
of the wandering life of the Pedlar, 'lraders Numismatics
wait for their customers to come to them. 25% chance of Blather
Some can become quite wealthy, with 25% chance ofLaw
more than one shop and a social status ap­
proaching that of lesser Merchants. By and 'lrappings
large, however, a 'Irader's life is a dull one, Leather Jerkin
2D6 Gold Crowns
enlivened only by the occasional robbery
or visit from Racketeers, and it is not
unknown for 1hlders to tum to adventur­
ing in search.of excitement and quicker
profits.

41
SECTION 1: THE PLAYERS' SECTION

Trappers hunt
furred animals
for their pelts, a M WS BS S W I A
valuable com­ +10 +10 +1 +2 +10
modity in the
Old World.
Their skill lies in much for Trappers to change the nature of Leather Jerkin
obtaining the their work. Rope - 10 yards
skin without Rowing Boat or Canoe - moored or hidden
damaging it; on nearest water
they do not Skills D4 Animal traps
shoot their Concealment Rural
i.c:::�::':":c:"::'::S:c::::=�� quarry, like the Career Exits
Hunter, but set traps instead. Even so, Orientation Druid
Row Outlaw
Trappers learn to use weapons; they must Secret Language -Ranger
live in the wild, cold mountains of the Old Scout
Secret Signs - Woodsman's
World, and so they must be able to protect Set'frap
themselves from the dangerous wild Silent Move Rural �
creatures - not to mention Goblins - with ,,-
Spot 'frap
whom they share that environment. Since
so much of their lives is spent in the parts Trappings
of the world where adventurers look for Bow or crossbow and ammunition
their livelihood anyway, it doesn't take Fur hat and buckskins

The Dwarven
Troll Slayer is an
illustration of M WS BS S I.d Int Cl
NC��:.the strange per­ +10 +10 +1 +20
sonal psycho­
logy that dooms
many young wise to enquire). They seek death by Skills
Dwarfs to short deliberately seeking uneven battles -going Disarm
and violent alone into Goblin strongholds is one ex­ Dodge Blow
lives. Young ample. Trolls are considered the ideal op­ Specialist Weapon - Two-handed Weapon
Dwarfs who ponents, because the Dwarf's death is Street Fighter
!./:::========� have been
disgraced,
crossed in love or otherwise humiliated
almost a certainty. Troll Slayers can be
recognised easily by their hair, which is
spiked and dyed orange, and by the many
Strike Mighty Blow
Trapfings
will abandon conventional Dwarven tatoos which cover their bodies. They also Two- anded Axe
society and go to seek death, hunting favour exotic jewellery, such as earrings Career Exits
down the most ferocious of beasts. Most and nose plugs. They spend a great deal of Giant Slayer
of them die fairly quickly, but those few their time boasting of their exploits and
who survive become members of the showing off their many scars, and often
strange cuit of Troll Slayers. Troll Slayers indulge in bouts of overeating, fasting,
exist only to die, and by doing so redeem and excessive cons -:- -�
whatever disgrace they suffered in the past ::;� -:
(and into which it is neither polite nor

The Incursions
of Chaos into ·.,.,_.,.,
the Worlds Edge M WS BS S T W I ADexl.d Int Cl WP Fel
Mountains have +10 +1 +1 +2 +10 +1 +10 +10
overrun many
Dwarfholds,
and over the
centuries others Halflings have been known to take up the Trappings
have had to be life of the Tunnel Fighter, for the rewards Crossbow and ammunition
abandoned. are often great. Grappling hook and 10 yards of rope
Against this, the Mail Coat
Dwarfs have
�::::::::::::::::::::=:5:==e� struggled to Note: Only Dwarfs may bave an initial
career as Tunnel Fighters.
Shield
Water flask
maintain their existence for centuries, and
have developed armies of highly-trained Career Exits
warriors who specialise in combat Skills Sapper (Dwarfs only)
underground. Nearly all Tunnel Fighters Dodge Blow Smuggler
are Dwarfs, as might be expected, as Orientation (underground only) Tomb Robber
Humans only become involved as Scale Sheer Surface
mercenaries, seeking to be rewarded with Strike Mighty Blow
Dwarven treasure. In recent years, as the
Dwarfs have declined still further, even
Strike to Injure
Strike to Stun -
....

42
SECTION 1: THE PLAYERS' SECTION

Watchmen are
employed by all
the towns of the M Int Cl WP Fel
Old World, to
act as police­
men. Their job
is to patrol the recruited from the dregs to combat the Career Exits
streets and to be dregs. Only a rare few are professional Bounty Hunter
on hand in the lawmen. Ironically, it is normally these Judicial Champion
event of trouble. who give up the unequal struggle, and Mercenary Captain
They are seek life and adventure elsewhere. Racketeer
responsible for Roadwarden (except Halflings)
general law and Skills
order as well as for dealing with any unex­ Strike
pected emergencies. Watchmen are usual­ StrikeMightytoStun
Blow
ly employed by local authorities, and their
powers vary from place to place; in many 'Irappings
towns their powers are almost absolute, Club
especially when they are dealing with the Lantern and pole
poor and defenceless. It is the Watchman's 25% chance ofMailShirt
curse always to be unpopular with the Leather Jack (if character does not have
people of the towns and cities; they are MallShirt)

W izards must
serve a long
and dangerous
appren­
ticeship. By
becoming ap­
prentices, Skills Career Exits
aspiring Arcane Language -Magick Bawd
Wizards find CastSpells - PettyMagic only Charlatan
themselves Read/Write Entertainer - Bunko Artist
working many Secret Language - Classical Gambler
long hours at
'!.:::::�==::=:;;::===::diJ menial 50% Chance ofScroll Lore Grave Robber
.... tasks in Tomb Robber
return for lodgings and, occasional Mallie Points Wizard, level I
magical instruction. Many apprentices tire 2D4Humans and Elves
of scrubbing floors, fetching and carrying, 104 Dwarfs and Halflings
and being treated as menial servants, and 'Irappings
do not complete their apprenticeship. None

the timber. Most work on the estates of Career Exits


landed Nobles, but the more enterprising Druid
set up on their own, working the fringes Outlaw
of the forest, selling lumber or building Scout
new settlements. Most realise their skills
might bring them greater reward in the
wilder parts of the world as adventurers.
Skills
Concealment Rural
Follow 1hlil
Identify Plants
Secret Language -Ranger
Set'lrap
SilentMove Rural
Specialist Weapon - Two-handed Weapon
Spot'Irap
Woodsmen live among the mighty forests 75% chance ofSecretSigns - Woodsman's
of the Old World, looking after trees
which they will fell for timber. The 'Irappings
Woodsman must also be able to recognise Leather Jack
and dispose of any vermin that threatens Two-handed woodsman's axe
�ECTION 1: THE PLAYERS' SECTION
SECTION 1: THE PLAYERS' SECTION

•SKILLS• 59 Identify Magical


Artlfact
60 IdentifyPlant
This section details the large number of useful skills that are 61 Identify Undead
available to the players' characters. A good player will use these 62 Immunity to Disease
skills several times in the course of an adventure, finding many 63 Immunity to Poison
occasions when the character's talents are of great importance. 64 Jest
The gamesmaster, however, should not be bulldozed into giving 6S Juggle
players advantages just because they insist that their characters' 66
skills are beneficial - each case should be judged independently, 67 Lightning Reflexes
and the character should benefit from the skill only where there 68 Linguistics
is clearly some connection between that skill and the desired ac­ 69 Lip Reading
tion. The gamesmaster should include chances for the players to 70 Luck
exercise their skills when designing the adventure in the first 71 Magical Awareness
place, especially those skills that are less likely to come up in the 72 Magical Sense
normal course of play. 73 Manufacture Drugs
74 Manufacture Magic Items
75 Manufacture Potions
•HOW SKILLS ARE USED• 76 Manufacture Scrolls
77 Marksmanship
The use of skills should be self-explanatory; when a character 78 Meditation
wishes to perform an action - for example, driving a cart, riding 79 Metallurgy
a horse, or stealing a coin from a table - the gamesmaster will 80 Mime
know, or can be told, whether the character has the relevant 81 Mimic
skill. If so, the gamesmaster can refer to the description of the 82
skill, and use common sense to determine whether the skill ap­ 83 :::��bhip
plies to the situation, and what the outcome of using the skill 84 Night Vision
will be. Many actions will be automatic; from the examples SS Numismatics
above it should be clear that if a character wishes to drive a cart, 86 Orientation
and has the DriveCart skill, then the character will manage to 87 Palmis�
drive the cart without difficulty. In other cases, skills conier 88 Palm.Object
benefits for actions that anyone can do, such as stealing a coin. 89 PickLock
What matters then is how good the character is at getting that 90 PickPocket
coin, and a skill will enhance the character's chances. This is 91 Prepare Poisons
worked out by having the character make a lest. The rules for 92 Public Speaking
Tests are in the GM Section. 93 Read/Write
94 Ride
From the skill descriptions, the gamesmaster can td.l what the 95 River Lore
situation will be if the character doesn't have the skill. If a 96 Row
character does not have a DriveCart as a skill, but tries to drive a 97 Rune Lore
wagon away, then the gamesmaster can be sure that the action 98 Rune Mastery
will fail. In other cases, it might not be so clear cut. 99 Salling
Gamesmasters must use their discretion, think logically and fair­ 100 Scale Sheer Surface
ly, and use some imagination. 101 Scroll Lore
102 Secret Languag e
103 Secret Sign
• INDEX TO THE SKILLS• 104 Seduction
lOS Set Trap
1 Acrobatics 30 Dance 106 Shadowing
2 Acting 31 Demon Lore 107 Silent M ove Rural
3 Acute Hearing 32 Disarm 108 Silent M ove Urban
4 Ambidextrous 33 Disguise 109 Sing
s AnimalCare 34 Divining 110
111
Sixth Sense
Smithing
6 Animal Training 35 D odge Blow
7 Arcane Languag e 36 D owsing 112 Speak Additional
8 Art 37 Drive Cart Language
9 Astronomy 38 Embezzling 113 Specialist Weapon
10 Be�g 39 Engin eer 114 Spot'Ii'aps
11 Bia er 40 Escapology us Stoneworking
12 Boat Building 41 E�ette 116 Story 'Iclling
13 Brewing 42 E uate 117 Street Fighter
14 Bribery 43 Excellent Vision 118 Strike Mighty Blow
IS Carpentry 44 Fire Eating 119 Strike to Injure
16 Cartography 4S Fish 120 Strike to Stun
17 Cast Spells 46 Flee! 121 Strongman
18 Charm 47 Fleet Footed 122 Super Numerate
19 Charm Animal 48 Follow Trail 123 Surgery
20 Chemistry 49 Frenzied Attack 124 Swim
21 Clown so Gamble 125 'Iallor
22 Comedian SI Game Hunting 126 Theology
23 Concealment Rural 52 GemCuttlng 127 Torture
24 Concealment Urban S3 Haagle 128 Trick Riding
25 Consume Alcohol S4 Heal Wounds 129 Ventriloquism
26 Contortionist SS Heraldry 130 �Resilient
27 Cook S6 Herb Lore 131 �ryStrong
28 Cryptography 57 History 132 Wit
29 Cure Disease SS Hypnotise 133 Wrestling

45
SECTION 1: THE PLAYERS' SECTION

•HOW CHARACTERS GAIN D12 - second roll


SKILLS• 1 2 3 4 s 6 7 8 9 10 11 l2
Characters gain several skills at the D12 1 1 2 3 4 5 6 7 8 9 10 11 12
generation stage. These are: first 2 13 14 15 16 17 1.8 19 '29 21 22 23 24
mandatory skills for race .roll
initial skills rolled on the skill 3 25 26 27 28 29 30 31 32 33 34 35 36
chart for Career Class skills listed
in the career description for Basic 4 37 3S 39 40 41 42 43 44 45 46 47 48
Career. s 49 50 51 52 53 54 55 56 57 58 59 60
These skills are intended to represent the 6 61 62 63 64 65 66 67 68 69 70 71 72
7 13 74 75 76 n 78 79 80
talents characters have picked up during
the pre-adventuring part of their lives. As 81 82 83 84
8 85 86 87 88 89 90 91 92
characters move on through advanced 93 94 95 96
careers, they will have the opportunity to
acquire more skills by spending ex­ 9 97 98 99 100 101 102 103 104 105 106 107 108
perience points. Your gamesmaster will
explain this to you as the need arises. 10 109 no 111 112 ll3 114 115 116 117 11s 119 120
11 121 122 123 124 125 126 127 128 129 130 131 132
•RANDOM SKILLS• 12 133-ROLL AGAIN
If it should become necessary to generate
skills randomly, the following method The number gene.rated by the two die rolls is the nwnber of the
can be used: skill, from the �habetical list above. When generating NPCs,
Roll a D12 twice. Subtract 1 from feel free to rero or ignore results which duplicate skills or
the first roll, and multiply the which are unconvincing. Skills should be generated randomly
result by 12. Then add the result only for NPCs - never I-or player characters.
of the second roll. This will give
you a number from 1 to 144. If the
result is more than 133, roll again.
The following chart summarises
the process:

and may also add 2 yards to the normal Animal 'lraining Characters with this
•SKILL DESCRIPTIONS• distances over which sounds can be skill can train animals to perform certain
heard. duties or tricks. The skill is general, and
Ambidextrous Ambidextrous applies to horses, dogs, hawks and other
Acrobatics This skill allows characters characters can use both hands equally pets as well as suitable wild animals. Any
to be highly-trained athletes, capable of well and suffer no disadvantageous non-fantastic animal can be trained
amazing feats of tumbling, leapmg, jump­ modifiers for using weapons wrong­ (unless noted otherwise in The
ing, etc. Characters with this skill should handed. They also have a + 10% modifier Bestiary), as long as it has an Intelligence
add 2 yards to the distance of any Leap, for all Risk tests based on Dexterity to ac­ of 6 or more. The more complicated the
and a + 2 modifier to the die roll for count for their greater adroitness. task is, the longer it takes to teach, as the
damage from Jumps and Falls. In addi­ following guidelines show:
tion, they can Oimb all but sheer surfaces Animal Care Characters with this skill Obey simple verbal command
without needing to take Risk tests (see are used to dealing with domestic in the character's presence 1 week
Jumping, Falling, Leaping, Climbing). animals, including riding animals and
beasts of burden. They are aware of the Count. balance balls, perform
Although characters with Acrobatics can requirements of the animal as regards party tricks 3 weeks
perform back-flips, hand-stands, somer­ general care, feeding, grooming and exer­
saults and cartwheels without risk, they cise. They will also be likely to spot any Fetch items or obey commands
may not perform acrobatics and developing illness or sign of discomfort. whilst out of the character's
simultaneously combat, or attempt any Typically, this skill applies to horses, presence 10 weeks
manipulative actions, such as opening other equines and cattle.
doors. Train a fighting animal, such as
Characters with this skill may seek work a hawk, warhorse or guard dog 12 weeks
as entertainers with a + 10% modifier to The training must be appropriate to the
Employment tests, or may Busk with a animal. A warhorse could be taught to re­
+ 10% modifier for the test. main absolutely still, even in the midst of
great excitement and the smell of blood; a
Acting Characters able to act can assume hawk will obey 'Attack' and 'Return' com­
or feign other identities as well as project mands, or return to a lure.
themselves before an audience. They may
Bluff or Gossip with a + 15 % modifier to The loyalties of a trained animal cannot
the test. Actors also have a stock reper­ always be transferred to a new owner. The
toire of speeches, and a good actor will be gamesmaster should determine if this oc­
abl� to recite these at the drop of a hat, curs. Warhorses would probably accept a
which allows them a + 10% modifier to new owner, whilst dogs would be less
all Busk tests. likely to do so.
Acute Hearing Characters with this The skill additionally confers a + 10%
talent are blessed with modifier to all Employment tests for work
astoundingly good hearing. They may as retainers, stable lads, falconers, or
make Listen tests with a + 10% modifier, whichever is appropriate.

46
SECTION 1: THE PLAYERS' SECTION

Art Artists can paint, sculpt or produce made for every hour of begging. Any suc­
other works of art. Some are limited in cess depends ultimately onbeing in the
the type of work they can do as defined right place at the right time, and the
under the appropriate career. W hatever gamesmaster should modify the chance
their talent, artists can produce uscable or of success and the reward as cir­
saleable items (saleable at the cumstances warrant.
gamesmaster's discretion naturally!), in­
cluding convincing copies of existing Blather Characters with this skill may
works of art. attempt to blather against charactel'S who
The following chart can be used by the speak the same tongue. Blathering can be
gamesmaster to establish the sale values used in almost any situation in order to
of the artist's work and the percentage gain time. Blathercrs simply invent a com­
chance of a forgery being spotted as a fake plete string of nonsense, ranting on and
by a non-expert: on whilst their victims stand dumbfound­
ed, wondering whether they are insane,
Time spent Sale Value Detection intoxicated or possibly dangerous.
1 week 10D12 Crowns Buyer's Blathering is always nonsensical - it is not
Intelligence % an attempt to bluff; only IO confuse.
An:ane Language Characters with this + pcrweck + 10D12 Crowns +10%­
skill can speak, read and write one of the Blathering characters should make a test
maximum90% against Fellowship. A successful test in­
arcane languages. Arcane languages are
used only for the purposes of magic, and The maximum time that can be spent on dicates that the blathering succeeds in its
they are never spoken merely to com­ an average painting or sculpture is two purpose for that ten second combat
municate - indeed that would be largely months. Larger or finer works are at the round. Success by + 10% or more points
impossible. All books, scrolls and other gamesmaster's discretion. indicates that it works for D6 additional
inscriptions of a truly magical nature are rounds. After this time, the victim will
The Sale Value depends upon the Artist · wise up, and the character had better run
written in one of the secret arcane being acceptable to the purchaser. Not
languages. A magical book or inscription for it.
eve!Yone in the Old World values art
may be written in an ordinary language, highly, and the gamesmaster must allow NPCs will not remain transfixed by a
but it will have no power to teach a for the possibility that the character's art blathering character if they are in obvious
magical spell, and will not in itself be just doesn't fit in with what people are danger, or if blatant preparations arc be­
magical - it would be a mere curiosity. willing to buy... Even so, the character has ing made to harm them. Although
There are six different arcane languages. a 10% modifier to all Busk tests. blathering characters may transfix any
The character will know the language in­ number of opponents, they arc unlikely
Artists are better at spotting forgeries to succeed with more than one if
dicated from the career description. themselves, and should add a· +t5% anything else is going on around them,
Maglck - This is the usual language modifier to their Intelligence for the pur­ such as a fight.
humans use for magical purposes poses of Detection.
in the Old World. Almost all
scrolls are written inMagick, and Boat Building Characters with this skill
Astronomy Characters with this skill have worked building boats and under s­
all wizards, as well as many other are familiar with the heavens and the
privileged charactel'S, can utilise tand the basic principles and re­
cycles of the heavenly bodies. They can quirements of constructing sea or river­
it. recognise constellations, planets and going vessels. They arc familiar with
Old Slann - A very old language, en­ unusual bodies such as comets, novae, etc. nautical terminology as well as the nor­
countered only in very ancient, On a successful Intelligence test, the mal range of wood-working and sail­
and rare, artifacts and books. character can navigate by the stars with making tools. Given time and equipment,
reasonable accuracy, and can predict characters would be able IO repair or con­
Arcane Dwarf- Known only to the cyclic astral events such as eclipses and struct a boat. Rafts or other improvised
DwarfMagicians. It bears a meteor showe�. craft can be built at the rate of ten man
resemblance to otdinary Dwar­ houl'S per passenger to be carried.
fish, but it is far more subtle. It is Begging This is a skill learned the hard Characters with this skill have a modifier
extremely rare. Most Dwarf practi­ way, and usually through strict necessity. of + 10% for Construct tests when
tioners of magic use Maglck Charactel'S with this skill know all the employing wood or other boat-related
instead. standard beggar's tricks: pleading, raw materials.
Arcane Elf- Known only to the ElfMagi­
grovelling, whining, pretending to be a
war hero and so on. The skill allows
cians. As with Arcane Dwarf, the charactel'S to cam a little cash. On a suc­ Brewing Characters 4th brewing skills
language is based upon an ancient cessful test based on the average of Will can brew wine and beer, and understand
form of the present-day tongue, Power and Fellowship, the character will the principles of the fermentation pro­
but is far more powerful. It is used cess. They are able to judge the quality of
only in the Elf Homelands, and by gain D3 Silver Shillings. A test should be
the ingredients and the finished product,
wandering High or Sea Elves. It is estimate fermentation times in any given
not known at all to the Elves of environment, and judge whether a par­
the Old World, who use lfaglck ticular brew is ready. They also have a
for their own purposes. + 10% modifier to their chance of notic­
Druidic - The tongue of the Old Druids as ing a drug or poison in wine or beer (see
spoken by the most ancient of Administering .RJlsons). If successful, the
men, who inhabited the Old presence of some foreign substance will
World in days of Old. It is ex­ be detected, but not its nature.
tremely rare, although it can be
found-inscribed upon many of the Bribery Characters with this skill have
ancient tombs and artifacts of the mastered the art of buying favoul'S. They
Old\lbrld. know who to bribe, what to offer and
how to go about it. They have a + 20%
Demonic - This is the language spoken by modifier to Bribe tests (see Standard Tests
demons and used in all demonic - note that money is not the only thing
conjurations. that can be used for a bribe).

47
SECTION 1: THE PLAYERS' SECTION

Carpentry Carpenters have experience Simple verbal commands can be given to


of working with wood, constructing any animals with an Intelligence of 5 or
items such as furniture, house fittings, more, as long as they are within twelve
chests, wagons, etc. They are familiar yards. A test against the animal's Will
with woodworking tools, techniques and Power must be made to determine suc­
types of timber. cess. These commands must be very
Characters with this skill have a+ 10% basic, such as 'Follow me', 'Halt', 'Go
modifier to Construct tests when building away', etc. Characters may also attempt to
influence animals threatening or attack­
wooden structures. ing them. In this case, the animals might
obey a simple 'Go away', but they will
Cartography Characters with this skill show the character no outward signs of
are familiar with the practices and uses of affection.
map-making. They can read maps, even if The gamesmaster can enliven the pro- -:•
they are drawn in an unconventional or ceedings by having charmed animals con­
archaic manner, or depict unknown areas. stantly trailing the character, turning up
They are also.able to recognise coastlines unexpectedly, getting in the way and
and other geographic features, even when generally making a nuisance of
distorted, badly drawn or presented in a themselves. Clown Characters with this skill have
disguised fashion. Using a map, car­ worked as clowns, usually as part of a
tographers can guide themselves or others travelling circus or within a company of
towards a certain goal, or in a specific players. Clowns concentrate on visual
direction. humour, slap-stick and crude jokes. Even
Cartographers are also very good at companies specialising in high drama and
remembering directions and features. Chemistry Characters with this skill tragedy employ clowns for comic relief
This is very useful in dungeons, and may have a reasonable understanding of the during their productions, if only to keep
enable a character to remember a way out principles of chemistry, although their the stupid and drunken portion of the au­
or recall where a passage leads. 'Jests are knowledge will often be in a mystical or dience happy. Oowns can Fall and Jump
made against Intelligence to determine magical form. with a+ 1 modifier to the damage roll
success. As chemists, these characters have the (seejumping, Falling, Leapt limb-
ability to recognise various types of tng). They also have some acting s
mineral ores, naturally occurring which allows them a+ 10% modifier t
Cast Spells Characters with this skill chemical compounds and prepared Bluff tests. Comic recitals can be perform­
may cast magical spells appropriate to ed to order - which allows the character a
their career and mastery level. See the chemicals. They also know where to look
for these items (eg, that sulphur can be + 10 modifier to all Busk tests.
Magic Section for complete details.
obtained from volcanic pits, etc).
Chemists also understand how to extract Comedian Comedians have normally
Charm Characters with charm have that and refine chemicals from mineral ores or worked as entertainers, telling amusing
indefinable quality which allows them to compounds. They can isolate an element stories, anecdotes and jokes. Unlike
get on exceptionally well with people, from its compound to produce iron, cop­ clowns, they rely on verbal humour only,
who will generally be friendly and per, silver, etc. although they can develop acting talents
helpful. Charming characters will find it and usually work in company with other
easy to persuade other people of almost It is left up to the gamesmaster to guide
players running characters with this skill. actors or entertainers. Comedians have a
anything. They can 'tum on the charm' at They should be permitted to manufacture repertoire of amusing stories, which
will, giving them a + 10% modifier to all makes them interesting to talk to, and
tests involving Fellowship. certain compounds, but must be restrain­
ed from trying anything too complex or which gives them a + 10 modifier on all
unlikely. TNT is definitely out! Gun­ Busk tests.
Charm Animal Characters with this powder and various flammable mixtures Characters with this skill have a+ 15 %
skill get on exceptionally well with should be permitted. Gunpowder com­ modifier when making Gossip tests.
animals, and receive their trust for some prises a mixture of sul hur, saltpeter and
reason. Domestic animals with an In­ carbon, whilst most ofthe 'Greek Fire'
telligence of 10 or more will be affected mixtures of ancient times contained ConcealmentRural A character with
as soon as they approach within twelve naphtha and usually sulphur, as well as this skill can hide in rural environments
yards of the character. They will respond various bitumen substances and oil. A test almost perfectly, using trees, branches
by wagging their talls, mewing, purring or against Intelligence should be used, with and undergr-0\\'th for cover. Hide tests
acting in a similar friendly manner, and - modifiers to reflect the complexity of the should be made with a+ 20 % modifier if
unless restrained by a leash, tether, fence task, as the gamesmaster sees fit. Serious the character is keeping still, or a+ 5 %
or something - will start to follow the failures canbe expensive, messy and modifier if the character is moving
character around. painful . cautiously. Rural environments are
basically all non-urban areas: farms,
woodlands, river banks, fields, parks and
gardens, jungles, swamps and so on. The
distinction between rural and urban can
blur in some circumstances, for example
formal gardens attached to a town house.
In such cases the gamesmaster should
decide the
environment involved.
Obviously, there needs to be somewhere
for the character to hide. The
gamesmaster should ask the players to
describe what their characters are doing
to hide, and modify the chances
accordingly.

48
SECTION 1: THE PLAYERS' SECTION

Contortionist Contortionists receive skilled character must make a successful


their training from circus people, or Intelligence test, with a modifier equal to
through some strange religious discipline. the patient's Toughness. If this test is suc­
The skill allows them to control their cessful, the patient will suffer no more ill­
bodies in ways not possible for normal effects from the disease, and recovery
people: moving bones out of sockets, time will begin immediately; if the test is
distorting the physique in lots of horrible unsuccessful, the treatment will have had
ways, and otherwise being revolting. no effect, though another attempt may be
They can escape from ropes, chains or made on the following day. Critical
other bonds on a successful test against failures (see 'Jests) should have very
Dexterity, with a penalty equal to halfthe drastic outcomes - possibly even the
Intelligence of whoever secured the death of the patient. A character with this
skill can provide Medical Attention to
bonds. shorten recovery time (see Combat and
Contortionists can also squeeze through Disease).
ridiculously narrow openings, such as the
bars of a cell or a narrow ventilation
shaft. 6 inches x 1 foot is the narrowest
Concealment Urban Characters with practical gap such a character can squeeze
this skill can hide in urban environments through. Even though many people find
almost perfectly, using the shadows of their antics repulsive, contortionists have
doorways, back alleys, walls and fences a + 10% modifier for all Busk tests. Dance Characters who have this skill
for cover. Hide tests should be made with can dance exceptionally well, either for­
a + 20% modifier if the character is keep­ mally, informally or both. They may add a
ing still, or a + 5% modifier if the + 10% modifier to Employment or Busk
character is moving cautiously. Urban en­ tests when seeking employment as enter­
vironments are basically built-up areas; tainers or when providing street
the skill can be used both inside and out­ entertainment.
side of buildings. The distinction between
urban and rural can blur in some cir­ Cook Characters who can cook can
cumstances, such as farm buildings, and prepare food to a high standard, and Demon lore Characters who have this
in such cases the gamesmaster should judge the quality of both ingredients and skill can recognise a Demon when they
decide the environment involved. These the finished product. They also have a see one, and can distinguish general types
skills also apply to certain underground + 10% modifier to their chance of notic­ at a glance (Greater, Lesser or Servant).
situations, such as artificial tunnels and ing a drug or poison in food (see Pt>isons). They are sensitive to the smell and aura of
rooms. If successful, the presence of some demons, and will be able to tell if there
foreign substance will be detected, but are Demons within forty-eight yards, even
Obviously, there needs to be somewhere not its nature. if they cannot be seen. Characters
for the character to hide. The without this skill may not know that it is a
gamesmaster should ask the players to demon they are going up against, but the
describe what their characters are doing Cryptography Characters with this skill gamesmaster should be hinting pretty
to hide, and modify the chances have been trained in the art of devising strongly that the opposition looks tough
accordingly. and cracking codes and ciphers. They can and very unfriendly....
devise a new code on a successful In­
telligence test, and have a + 10% modifier When confronted with a Demon, a

•f
for any Intelligence tests made in order to character may be aware of its capabilities,
break unfam:1liar codes. The gamesmaster weaknesses and disposition. To deter­
'-'-; may assign modifiers for exceptionally mine this, the gamesmaster can test
easy or difficult codes. against Intelligence when the character
meets a Demon of a previously unen­
Consume Alcohol Characters with this Cure Disease Characters with this countered type. If the character has met
ability have developed an unusually high talent may attempt to cure any disease. up with a type of Demon before, all these
resistance to alcohol, being able to con­ They can recognise common illnesses details will be known automatically the
sume large quantities without much visi­ next time one turns up.
ble effect. They can drink most other automatically, and may be able to
characters under the table. They suffer recognise rare diseases if a successful test
only half the normal characteristic reduc­ is made against their Intelligence. Once a Disarm Characters with this skill may
tions due to alcohol consumption (see disease is recognised, the gamesmaster choose to disarm an opponent rather than
Poison), but their Will Power tests to
can tell the character what must be done do damage. The player should state that
resist the lure of another drink are made to administer a cure, and any special re­ the character is trying to disarm the oppo­
with a -10% modifier. quirements - herbs, potions, etc - the cure nent , roll to hit as normal and then roll to
involves. When administering a cure, the bit again. If both rolls are successful, the

49
SECTION 1: THE PLAYERS' SECTION
opponent is disarmed; otherwise, dodge means au damage from that blow
nothing happens. Weapons knocked out is ignored. Only one dodge can be made
of an opponent's hand will travel 2D6 per combat round, and characters may
y.uds in a random direction. This skill only dodge a blow that they see coming.
cannot be used against a creature which Surprise attacks cannot be dodged, and
has a bite, tail-lash or other unarmed neither can missile fire from bows,
attack. crossbows or firearms.

DisKUise Characters with this talent are Dowsing Characters with this skill will
skilfed at preparing and using disguises. A be able to locate sources of underground
disguise can be very elaborate, or quite water using only their natural instlocts,
simple. The gamesmaster should bear in provided they pass an Intelligence test.
mind how much effort has gone into a The gamesmaster should decide the pro­
disguise when deciding whether it works bability of water being present in any
or not. A disguised character can pass un­ location. In desert regions this skill only be good for D6 shillings. This skill
noticed amongst unsuspectln� people, should normally enable a character to sur­ may only be used when a character is
and will pass casual examination if a test vive all but the worst conditions. employed in a job which involves handl­
against Fellowship is successful. Close ex­ ing money.
amination will always reveal a disguise, Drive Cart Characters with this skill
although the character may forestall such haveexperience of drivingcarts or Engineer lhlined engineers have a good
examination by means of a successful wagons. They may drive any sort of vehi­ understanding of mechanical principles
Bluff. Again, the gamesmaster should take cle - cart, wagon or even chariot with and methods of construction. Although
the nature of the bluff into account: perfect confidence, being able to control they are used to working with others,
something like "Don'ec search me too the horses/beasts automatically, without they are quite capable of completing most
roughly deary ...I's bin a bit delicate since having to make a Risk test, and without jobs individually, with a + 20% modifier
I got a touch of the Old King's Rot" ought attracting untoward attention or causing on Construct tests.
to be successful in most cases.... possible accidents. Sec Movement for Engineers are conversant with
more information on various forms of metal/woodworking tools and ter­
Divining This skill can be used to try to transport. minology. They are able to draw up plans,
discover information not normally and can interpret technical drawings no
available to a character. For example, it matter how obscure or involved.
might reveal the whereabouts of a lost
jewel, the projected coronation date of a
new monarch or the winning number in Escapology Characters with this skill
the town lottery. The gamesmaster must have received training from either circus
be discreet when giving a player informa­ people or a religious body. They cannot
tion of this kind; answers should not be be restrained by normal means; sooner or
too cut-and-dried. Be cryptic - leave room lat.er they will escape any bonds; it
for erroneous interpretation or doesn't matter if they are ropes or chains.
ambiguity. The gamesmaster can establish The escape happens after a successful test
the success of divination by a test based against Dexterity, which may be tried
on the character's Intelligence. once every turn.
Divination can take many forms - crystal Characters with this skill have a + 10%
gazing, sand writing, throwingbits of modifier to all Busk tests.
bone around, etc - but in all cases some
sort of object.ls or divining utensil is used. Etiquette Characters with this skill are
The player should establish the Embezzling Embezzling is a very useful fully conversant with social conventions,
character's own method, and stick to it. skill to have, since it allows the character knowing the correct way to behave in
Optionally, a character who is skilled in to acquire sums of money seemingly from most situations. They have an across-the­
one form of divination may acquire the nowhere. board modifier of + 10% to all standard
skill a second time to become skilled in tests and characteristic checks in situa­
another form. If placed in a job which involves contact tions where the character is mixing in


with money, the character can employ high society.
this skill. The gamesmaster should test
Dodge Blow Characters with this ability against the character's Intelligence to
are especially skillful at avoiding blows establish whether the character is suc­
from hand-to-hand combat, by ducking cessful. A successful embezzler 'acquires'
or weaving away from the blow. To dodge D6 crowns and always escapes detection,
successfully, the character must make a or, at worst, cannot be suspected. If the
successfµl Inltiative test. A successful test is failed, nothing is acquired, and the
character may be suspected. If the attempt
fails by 40% or more, the crook is caught Evaluate Characters with this skill have
red-handed. a practised eye, and can judge the worth
Characters can attempt to embezzle as of goods with a fair degree of accuracy.
often as they like. If they embezzle more They have a modifier of + 10% to all
than once per day from the same place, Estimate tests, and the margin of error is
each successive attempt is subject to a reduced to 5 % in all cases (see Standard
disadvantageous test modifier: -10% for 7em).
the second attempt that day, -20% for the
third and so on. Excellent Vision Characters with ex­
The gamesmaster should adjust the ceptionally good eyesight can sec objects
amount of money available 10 suit the at + 50% normal distances. This does not
precise context of each attempt. A affect night vision distances, but it does
character embezzling from a state treasury affect the distance that can be seen with a
could acquire much more money than D6 torch, lantern, ctc (sec Llgbt and
crowns, whilst a poor shop-keeper might Darkness).
-------,¼)!
.��-------------------==-==-----------......---
are good, fast runners, and very nimble
SECTION 1: THE PLAYERS' SECTION
can cut gems given the correct tools and
on their feet. Their M score is increased sufficient time, at the rate of 06 stones
by 1 point. per day, so long as no stone is worth over
1/,, (y/ fifty gold crowns. Stones worth fifty-one
to one hundred gold crowns each take a
Follow 1rail Characters with this skill
whole day to cut. Stones. worth over one
can follow any trail made by animals or hundred gold crowns each take 06 days
travellers; a faint or difficult trail may re­ to cut.
quire an Intelligence test, at the To determine success or failure, a test
gamesmaster's discretion. The trail can be should be made against the average of In­
telligence and Dexterity. If successful, the
followed without the tracker becoming value of the gem is increased by 5% for
slowed down. From hoof impressions, every point under the requirement rolled
the state of flres and other trail features, on the dice (so an Intelligence 50, Dex­
characters can Estimate the distance bet­
ween themselves and their quarry (either terity 40 gemsmith rolling 05 would have
increased the value by 200%). If the
in days or distance) with a + 10% character is recutting a once-cut gem, the
Fire Eating Characters with this skill modifier. Tr.ickers may also add a + 10% increase in value will be 10%. If the test is
have worked as fire eaters with circuses or modifier to tests to Estimate the numbers failed, the value of the cut or uncut stone
other travelling entertainers. They can ex­ of quarry and, in some cases, their racial is halved, and the character must start
tinguish burning sticks in their mouths, types. They can identify animal species from scratch working on the smaller
juggle or balance burning objects, and from their droppings where present. stone. Large gems may be split into
even breathe fire They are so used to smaller gems totalling 75% of the original
dealing with fire that any damage they Frenzied Attack Certain characters are vlllue, and jewclry can be broken up or re­
receive from fire-based attacks will cause somewhat mentally unstable and prone to cut, losing 10% of its value.
one less wound than it would otherwise. fits of violent temper or indiscriminate
The character can kindle fires in the most violence. This leaves them subject to Haggle Skilled bargainers can often ob­
unpromising situations. Frenzy (see Standard Tests). tain goods at well below market prices.
Fire eaters may breathe fire using a special Characters with this skill� a + 10%
inflammable alcohol-based preparation, modifier to all Bargain tests.
which they can manufacture themselves
using standard alcoholic spirits. This is
normally kept in a small flask. It can be Heal Wounds Characters with this skill
drunk without causing serious, long-term can minister to wounded characters in
harm, although most characters would be two ways. In the field, they can provide
sick for several days afterwards. Fire first aid - binding wounds, staunching
eaters take a swig of this strange beve�e blood, and so on - which will have vary­
every time they want to breathe fire; this ing effects, depending on how seriously
takes a turn. Fire can be breathed at a wounded the patient is (see Combat -
single target as either a missile weapon or Wounds and Recovery). The character
combat attack. Maximum range is two providing the treatment must make a suc­
f21'ds. Hits cause 04 wounds with a cessful Intelligence test. If the patient is
strength of three, plus 04 additional lightly wounded, treatment takes 1 game
wounds at strength three on flammable tum and restores 103 Wound points. If
targets. the character is heavily wounded, treat­
ment still takes 1 game turn, but only 1
Characters with this skill have a + 10% Gamble Characters with this skill are ac­ Wound point will be recovered. However,
modifier for all Busk tests. complished statisticians md experienced the character can now be considered to be
gamblers. They know how to make the only lightly wounded. Note that only one
odds on any game work for them, and so treatment may be performed until the
Fish Fishing is not a sport, but a necessi­ all Gamble tests should be made with a character suffers further damage. It is not
ty for many people; fish form an impor­ modifier of Int/2. Characters may choose possible to use this skill to aid a heavily
tant part of iheir diet. Characters with this to 'throw' any gambling attempt, in wounded character, and then treat the
skill are quite canny with a hook-and-line which case they will automatically lose now lightly wounded character again in
or net. If properly equipped, characters and no test is required. order to restore further Wound points. If
can catch fish from any waters, but the the patient is severely wounded, and los­
gamesmaster must decide how long it will ing further Wounds each round, the
take to catch the amount of fish required - Game Hunting Experienced hunters character may only stop the bleeding and
this should vary from place to place, or know where to look for game and the prevent further Wound loss. This takes 1
day to day. A good rule of thumb is that it best way of dealing with it. The combat round, and further attempts may
takes 04 hours to catch enough fish to gamesmaster must decide which specific be made as long as the character lives.
keep one person alive for one day. animals could be found in a given place, The patient does not recover any Wound
and can tell characters the sort of animals points, however, and will still die unless
Fishermen know where to find specific they might expect to encounter.
sorts of fish, and what habitats different successfully treated by a character with
fish prefer. Catching rates and pro­ A test made against a character's In­ Surgery skill within 24 hours.
babilities are at the discretion of the telligence will give the gamesmaster an
gamesmaster; fishing in winter, for exam­ idea of whether game has been found. A This skill may also be used to accelerate
ple, should be difficult, or even failed test indicates nothing, whilst a suc­ the recovery of lightly wounded
impossible. cessful test indicates that game of some characters. The character using the skill
kind has been located. The degree of suc­ must make an Intelligence test with a
cess can be taken as a guide to the number bonus of + 20, and provided that he or
Fleer Characters with this skill are fit and of animals, and whether they are what the she is in attendance for at least half-an­
agile runners, and may add 50% to their character was looking for. Depending on hour each day, the wounded character
Move characteristic when running away the situation the test can be performed will regain a number of �und points
from a combat or other threat. once per day, or more or less often. equal to his or her Toughness each day.
Even if the test is failed, the patient will
still regain a number of �und points
Fleet Footed Characters with this talent Gem Cutting Characters with this skill equal to 1/.2 Toughness.

51
SECTION 1: THE PLAYERS' SECTION

Heraldry Characters educated in the animal venoms. These can be chosen by


l'Cllding of heraldic devices may recognise individual players, although they must
any heraldic device emblazoned on a justify how the character acquired the im­
shield or other item, know to whom it munity in question. Old Worldcrs are
belongs and know a little of their history unlikely to have developed immunity to
and genealogy, after a successful test Slann poisons, for instance, unless they
against Intelligence. have been to Lustria.
Jest Jesters are versed in the traditional
Herb lore Characters with this skill can skills of bawdy humour, innuendo, sar­
recognise the v:uious �s of herbs. casm, wit and irritation. Quite why this
They know about herbs properties and should be regarded as entertainment is
whether they must be gathered at specific something of a mystery. Nonetheless, the
times of day/year, or under special cir­ retention of a family Jester is a status sym­
cumstances. The gamesmaster can in­ bol amongst the nobility.
dicate to characters places where they are The character has a + 10% modifier to all
likely to find herbs growing after a suc­ Identify Magical Artffilct Characters Bluff and Busk tests.
cessful test against Intelligence. with this skill can detect the presence of a
magical artifact by touch in the same way
History Characters with this skill have as Magical Sense However, this ability is Jugglc Jugglers are experts at balance
considerable knowledge of local history, not a magical one, it is simply a matter of and poise. They are able to juggle just
as well as a good idea of history in experience and knowledge. about any object, or balance things on
general. They arc aware of all important their heads, noses, etc. They can also
Should characters encounter a magical ar­ throw and catch with great accuracy at
events that have occured within their tifact of unknown type, they may use this ranges of up to ten yards - modify their BS
own 'home town' al'Cll in the last hundred skill to try to find out something about it. characteristic by + 15 % in such cir­
years. What c:uctly constitutes an impor­ The gamesmaster should make a test cumstances. At 8l'Clltef distances,
tant event is left up to the gamcsmaster, against the character's Intelligence. Suc­ characters still have a + 10% modifier to
who can feed the player information as cess indicateS that the character all BS tests made with thrown weapons,
circumstances warrant. lest against In­ remembers reading or hearing something up to the weapon's normal maximum
telligence to establish the extent or ac­ potentially useful about the object, and range. They also have a + 10% modifier to
curacy of knowledge about any particular the gamesmaster can provide information all Busk tests.
event. accordingly.
More distant history, or non-local history, Law The law skill reflects a character's
is also available to characters, but in less Identify Plant Characters with this skill ability to handle legal systems and
detall. can identify common plants and spot arguments; such characters have formal
unusual ones. Whilst they lack the her­
balist's precise knowledge, they can
recognise different types of herbs and
may know vague detalls regarding their
use. The gamesmaster should test against
characters' Intelligence in order to deter­
mine whether they can find specific
plants.

Identify Uodead Many undead or


ethereal creatures appear in human or
other solid forms which seem to be nor­
mal living creatures. Characters with this
skill, however, can recognise them for
what they are at once. At the
gamesmast.cr's discretion, an Intelligence
test may be necessary to tell two similar­
looking undead or ethereal Cl'Clltures
Hypnotise This skill can be learned apart; refer to the appropriate section of legal training, or - at the very least - some
from travelling entertainers and some TheBestiary for further details. sort of legal experience. When encounter­
mystics. To hypnotise another person, a ing a legal system in any place, the player
character's attention must be kept on the can invoke this skill in an attempt to avoid
subject for at least one entire tum. During the character's incarceration or punish­
this tum, the hypnotist places the subject ment, or to lessen a statutory punish­
in a trance, possibly using a swinging bau­ ment. Success can be established by the
ble and suitable chant for this. If the sub­ gamesmaster, using a test against the
ject is resisting the effects, a test against characters' Intelligence.
Will Power should be made each tum to
establish whether the hypnotist has been Immunity to Disease Characters with
successfully resisted. this talent have had a long period of ex­ Lightning Reflexes Characters with
posure to various diseases, and have naturally fast reflexes, or those tr ained by
The hypnotist may ask entranced subjects developed an unusually high resistance to years of experience or practice, have an
questions, which must be answered them. They gain a + 10% modifier on all advantage in combat. Such characters
truthfully. The hypnotist makes a test Disease tests. have a + 10% modifier on their Initiative
against Will Power, and may ask one ques­ proftle score.
tion whatever the result. If the test is suc­
cessful, the hypnotist may ask D4 addi­ Immunity to Poison Characters with
tional questions. this skill are so used to dealing with tox­ Linguistics Characters with this skill
ins that they have developed an unusually have a natural af(tnity with language
Once the last question has been answered high resistance to them. They have a which goes beyond learning and ex­
the subject will emerge from the trance + 10% modifier on all Poison tests. In ad­ perience. They pick up languages very
naturally within D6 toms, or sooner if so dition, such characters are totally immune quickly and can learn enough of any
compelled by the hypnotist. to three specific kinds of poisons or tongue to 'get by' within one week of en-

52
SECTION 1: THE PLAYERS' SECTION

countering it. They can also communicate Meditation This skill is used by
with people even if they speak a different characters with magical abilities, who arc
language - although such communication able to draw upon hidden reserves of
may be fairly basic. The character has a mental stamina in order to rebuild their
+ 10% modifier for all Understand magical constitution.
Language tests.
The player should declare how many
magic points the character is to recover
If characters can read, they may be able to (which must not take the character past
translate from unknown languages. This his maximum level), and then roll 106 for
is left to the gamesmaster to decide under each. When the dice scores arc added
the circumstances, but must ,wt include together, the result indicates the length of
magic scrolls or any thing written in an ar­ time in game turns (minutes) the
cane language. character must meditate. Once meditation
is complete, characters can refuel their
magic points by the pre-selected amount.
Lip Reading Characters with this talent
have learned how to read what people arc must be absolute; speaking, moving, Meditation is a trance-like state. Whilst
saying from the movements of their lips. fighting or attempting anything at all will meditating, characters arc unaware of
They can 'listen in' to whispered conver­ make this skill unuseable. their surroundings, and cannot stir even if
sations, provided that they have a clear attacked or struck (treat as prone - see the
view of the speakers' lower faces. A test Combat Section). They may not so
Magical Sense This skill is unique to · much as move or speak.
against Intelligence is necessary to lip­ magic-using characters. A character with
read successfully; the gamesmaster may this skill who touches an object which is
impose modifiers for extreme distance affected by magic, or which is magical, Metallurgy Characters with this skill
and other considerations. If the character will be able to sense this. The function or can recognise the ores of the more impor­
cannot understand the language being us­ purpose of the magic will not be revealed, tant metals (principally iron, copper, tin,
ed in a conversation, lip-reading is only that magic is present. A wizard is lead and silver) and can extract the metal
impossible. able to sense that another character or from the ore, given the right equipment.
creature has magical abilities simply by They can also calculate the correct mix­
Luck Characters who were just 'born touching, such as by shaking hands. ture of metals required to produce alloys
lucky' find that whatever they do, things of varying quality, such as mild steel, high
seem to work out all right in the end. and low grade bronze, pewter and elec­
Manufacture Drugs Characters with trum. Note that this skill confers no abili­
Such characters can use their luck in this skill arc able, on a successful In­ ty to work the prepared metal - Smithing
order to add one to or subtract one from telligence test, to manufacture drugs skill is required for that.
any D6 dice.roll, or modify any DlOO roll either from natural sources or from
various chemicals; characters wishing to
work with both types must acquire the
skill twice. A drug made from a herb re­
tains the properties of the herb, but in a
more convenient tablet or liquid form.
Drugs produced may be medicinal in
nature (see Cure Disease) or poisons of
deliriant or toxin type (sec Poisons).

Manufacture Magic Items Characters


with this skill are very experienced
wizards, fully capable of manufacturing
and using magical artifacts. Further details
will be given in forthcoming supplements
from Hogshead Publishing.

by 10% at any time. This luck modifier Manufacture Potions Characters with
can be applied to a dice score after rolling this skill arc very experienced wizards, Mime Characters who have this skill arc
dice in order to turn a failed result into a :ilile to convey a s ituation or story by
fully capable of manufacturing and using movement alone, without sound and
success. magical potions. See the Magic Section without any kind of props. They can seek
Characters can use their luck modifiers a for further details. work as entertainers with a + 10 modifier
cerwn number of times every day. The to Employment tests or can Busk with a
first time a character uses the luck + 10% modifier to tests. Characters with
modifier during that game day, the 1'tis skill may also attempt to use it to
gamesmaster secretly rolls a D6. The communicate across a language barrier;
·-l'ffefi
��-
score indicates how many times the gamesmaster should use discretion in
characters can use Luck on that day. The deciding how effective an attempt to
gamesmaster knows this number and communicate by mime is, and how much
notes it down, but players have no idea of the intended meaning is conveyed, but
how many times they can call on their Manufacture Scrolls Characters with in most cases a successful Intelligence test
luck, until the first time it fails... this skill arc very experienced wizards, will indicate success.
fully capable of manufacturing and using
magical scrolls. Sec the Magic Section
Magical Awareness This skill is unique for further details. Mimic Mimics have an ear for voices and
to magic-using characters. A character accents, and can reproduce them almost
with this skill who remains totally inac­ faultlessly. This skill may be combined
tive for a whole game tum (one minute) Marksmanship Marksmen arc naturally with Acting, Disguise, Throw Voice or
will be made aware of the presence and good shots, and have a + 10% modifier to Ventriloquism skills to enhance their ef­
rough direction of any other magic-using any BS tests. Characters with a Specialist fects. Precise results arc left up to the
creatures or characters within one hun­ Weapon skill for a missile weapon gain a gamt;smastcr, taking in!o account the ex­
dred yards. The character's concentration + 20% modifier for that weapon. act circumstances, but m most cases a

53
SECTION 1: THE PLAYERS' SECTION

light sources giving the same level of il­


lumination as starlight will allow the
talent to operate
Characters whose race bas altcady confer­
red a standard Night Vision range upon
them will have this extended by 2D6
yards. For Humans, who have no normal
Night Vision, the score rolled will be the
Total Night Vision distance.

Numismatics Characters with this skill


are used to handling coins from all parts
of the world, having perhaps worked as
traders or having had other close dealings Palmistry Characters with this skill
with money. They are aware of all the dif­ have acquired the skill of tc2dlng palms,
ferent sorts of coin in common useage; possibly from uavelling or circus people.
know their origins, names, metal contents Palmistry is mainly used for entertain­
10% modifier to Bluff tests should be the and relative vafues; recognise which are ment, enabling the character to earn a lit­
least benefit the character receives. most likely to be undcrwdght, and so on. tle money, much as would a street
Mimics should also have a + 10% In the Old �rid there are many different musician. Characters with this skill have a
modifier to Busk tests. currencies, issued by various states, in­ + 10% modifier to Busk tests.
Mining Mining skill is acquired through dividual cities or trade guilds over the On a more practical note, characters can
practical experience of mining, tunnell­ years. Some are more popular than others, actually learn inform-
ing and excavating. Characters with this but in all cases value is determined by the ation about other characters. The
skill gain. certain advantages when mov­ weight of the coin's silver or gold. Skilled. gamesmaster decides what information
ing about in the underground world. characters can iccognise forgeries or clip­
ped coins at once, and will always the character discovers, possibly making a
They are able to tunnel using appropriate recognise the origin of unusual, foreign test for accuracy against the character's
tools, and are capable of constructing or ancient money after a successful In­ Intelligence. The gamesmaster should
supports, floor planking and bridging and telligence test. present information in a f:airly ambiguous
walling where the earth is soft. They manner, yielding useful information if the
should receive a + 10% modifier to Con­ When the character is confronted with an circumstances are right. Information
struct tests for such tunnds. unusual coin, the gamesmaster can test could be about personality, intentions or
Once underground, they can recognise against the character's Intelligence to find family detail.
most mineral ores, rock types and gem­ out if the coin is recognised, and how
bearing rocks. Where valuable minerals or much is known about it. In this way, Palm Object This is a useful skill that
gems occur as part of the natural rock for­ characters may receive clues about possi­ allows characters to slip small objects into
mation, characters with this skill will ble treasure hordes or the presence of ex­ their pockets, up their sleeves or simply
usually notice them. The gamesmaster otic traders.
into their palms. The largest object that
can test against Intelligence to determine can be palmed would be about the si7.c of
success. Orientation Characters with this skill a clenched fist. Although any character
These characters also have a + 10 modifier have an instinctive 'feel' for direction; may attempt to pilfer something in this
on the normal chance of noticing secret they will always be able to find north in way, characters with this skill have a
doors and concealed passages in any surroundings, and can navigate in + 15 % modlfler to all Palm Object tests.
underground complexes. Whilst most circumstances with little or no
chance of becoming lost. In difficult cir­ The object to be palmed must be handled.
underground, they can sense changes in cumstances, the gamesmaster may Impose For ex ample, shuffling a deck of cards,
direction, ground slope, temperature and an Intelligence test. counting out money or examining
humidity. The gamesmaster can use these vegetables at a market stall would allow a
traits to help players where appropriate. character to attempt to palm one object
(be it a single card, coin or carrot). The
Musicianship Characters with this skill gamesmaster can test for success using
can play a variety of musical instruments. the character's Dexterity, applying any
There are three fields of competence; for modlflers that are appropriate.
stringed, wind and percussion in­ A successful test means that the object is
struments. Musicians are normally skilled successfully palmed. A failed test in­
with only one type of instrument, but dicates that the palming was a failure
characters acquiring the Musician skill for (because the character was too closely
a second or third time may extend their watched, slipped, etc) but went unnotic­
range. ed. Failure by 40% or more indicates that
Players may choose a specific instrument, the palm has gone badly wrong and the
such as a mandolin, lute or iccorder for a character bas been caught red-handed.
skilled musician character, although some
careers specify a particular instrument. In Pick Lock Characters with this skill can
either case, characters will be able to Im­ pick locks, dependent upon a successful
provise on other instruments within the Pick Lock test. The skill can be obtained
same competence field. Characters with more than once, allowing a greater
this skill gain a + 10% modifier to chance of success - for each extr a acquisi-
Employment tests when seeking work as tion of the skill, give the character a
entertainers and to all Busk tests. + 10% modifier.

Night Vision Characters with this talent Pick Pocket This skill allows characters
have a natural ability to sec extremely to steal people's personal possessions,
well in the dark. The darkness should not success being determined by a Pick
be complete - such as at the bottom of a Pocket test. This skill can be acquired
deep mineshaft or down a dungeon - but more than once, in the same way theas
S4
SECTION 1: THE PLAYERS' SECTION

Pick Lock skill, giving the character a the arcane language in which the scroll is
+ 10% modifier to the test for each addi­ written, they can tell what sort it is, and
tional time the skill is obtained. can use the magic contained upon it. Sec
the Magic Section for further details.
Prepare Poisons Characters with this
skill are expert at preparing poisons and Secret Language There are five basic
are able to recognise the various types; a secret languages spoken throughout the
successful Intelligence test is required in Old World. A character with this skill can
both cases. Given the correct materials, speak one of them:
they can manufacture one dose of any
poison type within a day, + D6 doses per Battle Certain Warriors can speak
day thereafter so long as they do nothing the secret Battle Tongue, a
else. A character with this skill also gains a clipped, shortened and other­
+ 10% modifier to rolls to detect poison wise unintelligible version of
in food and drink (see Polson). Old Worlder used mostly for
giving commands during bat­
tles. The Battle tongue can be
Public Speaking Characters with this spoken twice as quickly as
skill are able to manipulate whole au­ any other language.
diences or crowds of people by verbal Rune Lore Everyone knows that runes
persuasion. This is represented by the exist, and most people would accept that Ranger Ranger characters can speak
normal Bluff and Gossip rules, but they they work. However, most folk cannot the secret Ranger tongue, an
should be applied to far more people than tell the difference between a real rune and old traditional language of
normal; a number up to the speaker's any other pictographic sign, or a fake the woods passed on from
Leadership characteristic should be the rune with no magic. A character with this bther to son, and occasional­
maximum. The gamesmaster can make an skill can manage this, and can tell the dif­ ly taught to favoured
appropriate test for audience reaction, ap­ ferent sorts of rune apart (see the Magic individuals.
plying modifiers for the nature of the Section).
Bluff or Gossip attempt, and for the mood Thieves' Certain Rogues can speak the.
of the crowd, and should always be aware Rune Mastery Characters with this skill secret Thieves' tongue. The
that, once the crowd disperses, they will are very experienced wizards, fully Thieves' tongue is unusual in
have time to think about what they have capable of inscribing as well as using that it consists of inflection
heard, and that doubts may creep in... magical runes. Further details will be and gesture only, and can be
given in forthcoming supplements from spoken over another
Read/Write Characters with this skill Hogshead Publishing. language. So, a character
may read and write their own native might say 'Good day to you,
language and script. If the character is sir' in Old Worlder whilst
from the Old �rid this will be Old Salling Experienced sailors are familiar winking thrice and picking
Worlder. If the character is multilingual, with all nautical tasks and terminology, his nose, but at the same time
as will be the case with all Old World and are used to the hardships of the sea be saying 'Meet me at five
and the responsibilities of an aquatic life. o'clock in the usual place'
Elves and Dwarfs, they will be able to As well as being able to handle small boats
read and write any languages they can through those gestures to so­
and sailing craft with ease and safety, the meone who can understand
speak. character can work as an ordinary crew the Thieves' tongue.
member on a larger ship.
Ride Accomplished hor se-riders can Classical Many Academics can speak
mount, ride around or gallop without Scale Sheer Surface Characters with Classical Old Worlder, a dead
fear of doing anything embarrassing like this skill may climb any wall or vertical language akin to Latin or
falling off. Characters with this skill need surface no matter how treacherous, Greek in our own world. It is
not take Risk tests for normal riding although they will need all of their limbs used in many academic and
operations, such as mounting or dis­ free to do so. They need never take a Risk religious texts.
mounting unaided, moving faster than test for climbing in most circumstances;
the cautious rate and so on. They may at­ Guilder This is the secret and power­
tempt to mount a moving horse or jump on sheer surfaces, a Risk test may be
necessary where the surface is particular­ ful tongue taught to human
with a + 10% modifier to the Risk test. ly difficult or slippery - the gamesmaster Guildsmen. It is not generally
Although this skill applies to horses and must decide if this is the case, and on any used at all, except in the most
other equines, in some parts of the world modifiers involved. secret and powerful of Guild
other animals can be mastered and ridden rituals. The language - which
by characters with this skill. varies from Guild to Guild -
Scroll Lore Characters with this skill will never be revealed to non­
can recognise a magical scroll when they Guild members.
River Lore An understanding of river see one. Assuming they can understand
lore allows characters to be familiar with
the ha7.ards of water travel. They will
recognise signs of turbulent water, the ap­
proaches to falls, rapids or other
dangerous areas. They can also tell if river
water is fit to drink, whether there are
likely to be dangerous animals about and
whether anything is out of place or
unusual.

Row Characters with this skill have con­


siderable experience of handling rowing
boats. They can use small oared vessels ef­
ficiently and without danger.

SS
SECTION 1: THE PLAYERS' SECTION

Shadowing Characters with this skill


can follow someone without being spot­
ted. They have a + 10% modifier to stan­
dard Hide tests to avoid being noticed.

Silent Move Rural Characters with this


skill may move through rural en­
vironments almost silently. Listen tests
made against the character will be
modified by -10% on the basic chance; so
cautious movement, for example, normal­
ly beard within four yards 30% of the
time, can be detected on just 20%.
Rural environments arc basically all non­
urban environments: f2.rms, woodlands,
river banks, fields, parks and gardens,
jungles, swamps and so on. The distinc­ weapons and shields.
tion between rural and urban tends to get
Secret Signs Secret signs arc related to a bit blurred in some instances, with for­ A character with this skill has a + 10%
specific careers - poacher or woodsman, mal gardens, for example. In such cases modifier to all Construct tests for suitable
for example. Signs can only be the gamesmaster should decide what metal products.
understood by another character with the category the environment falls into, nor­
same specific career skill. Signs arc pic­ mally allowing the character to utilise the Speak Additional
tograms or abstract sigils denoting a con­ skill. Language Characters with this skill have
cept or thing. They do not comprise a learned a foreign tongue, possibly as a
language as such. An cnscribed sign cor­ result of travel, trading with foreigners or
responds roughly to three words or fewer Silent Move Urban Characters with this
of English, along the lines of 'Danger here skill may move through urban en­ just personal contacts. Players may
Goblins' or 'No gamekeeper here'. Two or vironments almost silently. Listen tests choose a second language for their
more signs can be enscribed, but they made against the character will be at -10% characters, in which they arc assumed to
cannot be gramatically inter<onnected. on the basic chance. This applies to all of be reasonably fluent. The gamesmaster
the actions given on the hearing table - in­ can make a test against Intelligence in
cluding opening doors, searching, wking situations where the character's language
Seduction This skill is based on a com­ and so on. is under close scrutiny, such as during in­
bination of natural charm and physical at­ terrogation or in situations where an em­
traction. It allows characters to Bluff, Urban environments arc basically all barassing mistake may be made.
Bargain or Gossip with members of the built-up areas. The skill also applies to the
opposite sex with a + 10% modifier to insides of buildings in general, even if
tests, and to proceed from there to certain they arc in a rural setting; farm buildings, Specialist "\leapon Specialist weapons
other activities if the character being for instance. At'the gamesmaster's discre­ arc weapons whose use requires spectal
seduced fails a Will Power test ... tion, this skill may additionally apply to training or knowledge. Characters at­
certain underground situations, especially · tempting to use specialist weapons
in the case of artificially constructed without the appropriate skill do so with a
Set 'Jrap Experienced trappers have the rooms and passages. WS or BS of 10%. The gamesmaster may
ability to set animal traps of various also employ a standard Risk test where an
designs and si.2.cs, which arc intended to incompetent user might come to harm. A
capture or kill their victims. These must S� Characters with this skill have the character with this skill has just one from
be correctly baited and set if they arc to ability to sing well, and know a variety of the following list as a category of
work properly. The trapper knows the popular as well as formal songs. This may speciallsation, although additional
best places to set snares, gins and nets, allow them to cam a little money singing categories of weapons may be added if
what baits to use and how to set them in public. They have a + 10 modifier the character gets this skill again.
properly. Any trap set by a character with Employment test when seeking work as
this skill modifies the victim's Initiative an entertainer and may modify Busk tests Skill Permits safe usage of
test by-20% (see 'lraps). bythe same amount. Polearm Polearm
Anlmal traps and snares placed bya trap­ Double-handed Hand-and-a-half
per have a 50% + INT chance per day of Sixth Sense Characters with this talent
catching small game. have the natural ability to know if they arc Weapons swords; 2-handed axes,
clubs, maces, hammers,
being followed or watched. The picks and swords;
gamesmaster should make a secret test halberds, quarter-staffs
against the character's Intelligence during and 2-handed flails (if
any turn where it is appropriate to do so. the character also has
If the result is a success, the gamesmaster Flail Weapons skill)
can then inform the player that the
character 'has a strange feeling of being Flail Weapons Morning-stars, flails and
followed or watched'. whips
Fencing Sword Foils and r.apiers
Smithing Smiths have the ability to Parrying Left-hand daggers,
work common metals, principally iron Weapons sword-breakers and
and steel, and can prepare mctal in a fur­ bucklers
nace using scrap or refined ingots. Under
normal circumstmces a smith would not Lance Lance
refine metal from ore, although this can Net Net
be attempted at the gamesmaster's discre­
tion. Smiths can prepare or mend useablc, Bomb Bomb - this covers not
workmanJikr articles of everyday use: only placement or
horse shoes, nails, railings, cauldrons, etc. throwing, but also
They can also produce or repair useable preparation and

S6
SECTION 1: THE PLAYERS' SECTION
manufacture Story Telling This is a partly-natural
Incendiaries Firebombs, molotov skill that endows certain characters with
cocktails an ability to spin entertaining yarns. This
can apply to joke-telling, anecdotes,
L2sso Lasso, bolas religious-stories or anything.
Longbow Longbow Chµacters can possibly earn a little
money by telling stories; more likely they
Repeating Repeating crossbow will earn people's interest and a few
Crossbow beers. Characters with this skill have a
Crossbow Crossbow pistol and + 10% modifier for all Gossip and Busk
Pistol small spring gun tests.
Throwing Throwing knife,
Weapons throwing axe Street Fighter Experienced street
fighters can defend or attack using their
Sling Sling, staff sling fists and feet, clothing, handfuls of dirt or
Blowpipe Blowpipe anything else that comes to hand.
Artillery Bolt - and stone - Characters with this skill can cancel the
throwing war engines normal-20% To Hit modifier and the -2 mathematical problems, the gamesmaster
damage modifier for fighting unarmed should assume they can solve them - no
Firearms Gunpowder weapons (see the Combat Section). matter how difficult the problem. The
Fist Weapons Gauntlet, knuckle­ gamesmaster should make a test against
the character's Intelligence every tum un­
duster, hook, strangling Strike Mighty Blow Characters with til a successful test indicates that the pro­
scarves, wires, etc. this skill modify the damage caused by a blem is solved that tum. The
For a full description of the different successful hit by + 1 (sec the Combat gamesmaster can then reveal the solution.
Section).
specialist weapons and any special effects Super numerate characte1'S also have a
they may have see the Combat Section. - + 20% modifier for all Estimate tests and
Strike to Injure Characters who have a + 10% modifier for all Gamble tests.
this skill and who cause a critical hit on
Spot 1rap Characters with this skill can an opponent may modify the location
avoid falling into, onto or otherwise foul number by 10%. This can be plus or
of animal snares, mantraps or other minus - allowing the character to go for Surgery Surgeons have the medical
similar mechanical devices. They have a specific areas in preference to others. knowledge required to patch-up badly
+ 10% modifier to their chance of Thus, a location number of 82 (right leg) mangled characters. To avoid infection
avoiding such a trap (see 1raps). could be modified to 72 (body) or 92 (left e:xtensive treatment is better performed
leg) as the player desired. outside the adventuring environment in
If characters cumine a booby-trapped ob­ properly equipped surroundings, �
ject, they should normally be able to spot from interruption. The GM may apply
that it is rigged somehow. The Strike to Stun Characters with this skill whatever modifiers seem appropriate, if
gamesmaster can make a Search test to gain a bonus of + 20 to their chances of the surgeon is attempting to operate
establish whether they find this. stunning an opponent, and may strike to without proper equipment or facillties.
Characters can also safely disarm a trap of stun without the usual -20 penalty to WS For example, if a character is trying to
any kind on a successful test based on (see Combat - Stuns). The chance of treat an amputee in a damp, dark,
Dexterity. Failing an attempt to disarm a stunning is equal to the modified damage underground cave, while a hand-to-hand
trap means that it goes off, possibly harm­ roll (D6 + S - T - head Armour multiplied combat rages around him, the chances of
ing the character. by 5. Note that the skill is most effective success.should be reduced to about 5 or
when used on static targets, since these 10%.
are hit automatically, and the modified
Stoneworking Characters with ex­ damage is doubled. Essentially, the surgeon may perform six
perience of working with stone can con­ types of treatment:
struct stone items such as pillars and
other bull� elements, and can carve Strongman Stongmen arc characters
small decorative pieces like frie7.CS and who have worked with a circus, or as 'lkcat Heavy "°unds: by making a suc­
gaigoyles. They are familiar with travelling entertainers. They build cessful Intelligence test, the
stoneworklng tools, techniques and types themselves up on a diet of raw meat, eggs surgeon can restore ID3 Wound
of stone. A character with this skill gains a and other things that would make a lesser points to heavily wounded
+ 10% modifier for all Construct tests person seriously ill. This gives them a + 1 characters, who arc then treated as
when working with stone. modifier to Strength and 04 extra lighly wounded. The procedure
Wounds. They also have a + 10 modifier takes 1 game turn ..
to any Employment tests when seeking
work as entertainers. Due to their Stop Wound Loss: by making a suc­
peculiar diet, strongmen have rather high cessful Intelligence test, the
living e:xpenses, aqd spend 50% more on surgeon can prevent a critically
living e:xpenses than anyone else (see the wounded character from losing
Consumer Gulde in the World Gulde further wounds. This is the only
Section of the rules). If unable to do so treatment that may be made "in
for more than ten d ays at a time, they lose the field", without penalty. The
the bonus, and cannot regain it until they treatment takes 1 combat round to
have resumed their diet tor a solid thirty apply, and may be repeated as
days. long as the patient still lives. Note
that, unless the patient is treated
as described under Heal Severe
Super Numerate Characters with this
Wounds (see below), be or she
talent have a gift for calculation, with an will still die.
uncanny and deeply irritating ability to Heal Severe Wound: by making a suc­
work out maths in almost no time at all. cessful Intelligence test, a surgeon
W hen facing such'\:haracters with can prevent the death of a

57
SECTION 1: THE PLAYERS' SECTION
character who has been suc­ Trick Riding This skill may be acquired
cessfully treated for terminal from circuses, travelling people or some
bleeding (see Combat - Wounds nomads. Characters with this skill are
and Recovery). The operation capable of a variety of unlikely feats of
takes 2 hours. The surgeon must horsemanship, including-standing up or
make an Intelligence test and, if performing handstands on the animal's
successful, the patient will sleep back, leaping from pioving horses, etc.
for 24 hours, after which time he
or she is considered to have 1 Practically s�J; characters with this
Wound point and recovers as skill need never e a Risk test for any
though lightly wounded. If the riding action, except that characters
test is failed, the patient dies. wishing to leap from a horse moving at
speeds of greater than eight yards per
Set Broken/Dislocated Limbs: The round, should make a Risk rest with a
surgeon must make a successful + 30% modifier. In addition, they do not
Intelligence test - with a bonus suffer any disadvantageous modifiers
of + 10 - whereupon the when usmg missile weapons from a mov­
character is considered to have 1 ing mount (see the Combat Section).
Wound point, and is treated as
though only lightly wounded. Ventriloquism Ventriloquists learn how
The limb will remain strapped up to speak without moving their lips.
and incapacitated for a further Where characters are under close
D4 + 1 weeks. The operation takes scrutiny, the gamesmaster can make a test
2 hours and may be repeated if against their Will Power to discover if
necessary, but with a penalty of their lips can be seen to move.
-10 for eacµ previous failure. If the
operation is not successfully per­
formed within 1 week of the in­ Very Resilient Very resilient characters
jury, the limb will be permanently Swim Characters who can swim do so at should modify their Toughness
incapacitated. � of the Cautious Movement allowance, characteristic by + 1.
and gain a + 20% modifier to all Risk tests
'li'eat Amputation: under no cir­ while swimming. Very Strong Very strong characters
cumstances can a surgeon replace should modify their Strength
a severed limb. The victim will characteristic by + 1.
first need to be treated to prevent 'Dl.llor Characters with experience of
further wound loss (see Stop tailoring, sail-making or perhaps even
Wound Loss - above), and must theatrical outfitting can repair tents, Wit This skill shows the character to be a
then have the wound cauterised clothing, sails or other cloth using ap­ a master of quick wit and ready repartee,
and so on. The surgeon must propriate materials. They can also make eager to amuse or enlighten others with a
make a successful Intelligence test effective disguises, enabling disguised wry comment or penetrating observation.
to save the patient's life, although characters to Bluff with a + 10% modifier The ability allows characters to be charm­
he or she will not recover to a to their chance of success. ing should they wish, giving them a
lighly wounded state (with I + 10% modifier to Bluff and Gossip tests.
Wound point) until a further
6 + D6 days have passed. If the test
is failed, the patient dies. Wrestling Characters with this skill
have learned how to wrestle in the tradi­
Accelerate Recovery: Characters with tional, no holds barred style of the Old
the Surgery skill who attend World. Wrestling is a sport and is suppos­
wounded patients for at least half­ ed to stop short of death or serious injury.
an-hour per day, reduce all Nevertheless this skill enables characters
recovery times by one third, pro­ to fight unarmed without suffering the
vided that they make a successful normal -20% unarmed combat modifier.
Intelligence test. Failure still Theology Theologians have a working Instead of causing damage on a successful
means that recovery takes only knowledge of all major religious prac­ attack, the wrestler may choose to grap­
half as long. Thus, for example, tices, cults and symbols, backed with a ple (see Unarmed Combat).
lightly wounded characters may deeper knowledge of the doctrines of The skill also enables characu:rs to enter
regain up to 3 times their their own faith. They can automatically wrestling competitions or stage public
Toughness per day of rest, if suc­ recognise the names and symbols of most bouts.
cessfully treated by a surgeon. deities, and - on a successful Intelligence
test - can recognise and understandbrief
quotes from the scriptures of religions
other than their own. The gamemaster
may assign modifiers in the case of ex­
tremely well-known or extremely
obscure religions.

Torture Characters with this ability are


skilled in the arts of interrogation, and
especially the careful application of
severe pain so as to encourage the victim
to talk without causing any fatal damage.
The victim's Will Po,iyer is reduced by
10% for all Interrogation tests, and the
amount of damage caused by each ap­
plication of torture is halved (sec Stan­
dard Tests- Interrogation).

58
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BACKGROUND
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/:J,8
THE GAMESMASTER
r


I SECTION


WHAT A GAMES- Lamps Curing Disordcft Schobr
MASTER DOES Cmdlcs Asylums Scout
The Gamesmastcr Is the Night Vision Surgery ScaCaptaln
Eyes md Elin of the Vision Ranges Summary Drug 'll'eatmcnt Slaver
Players Magical and Mystical Spy
BUILDINGS
The G2mesmaatcr Hacking Through W"1ls
CUttS �
Thmplar
Detennlnes What Destroying Buildlnp ALIGNMENT
Tortuttr
Happens Damage from Falling Law Witch-hunter
Dice Bulldlnp Good Wlzanl
The Gamcsmastcr Places Doon Neutr.al Demonologist
any Scenery Holding Doon Shut Evil Elemenl2list
The G2mcsmaster Plays Moving Through Doon Chaos Illusionist
the Rat of the World Secret Doon and Panels Changing Alignment Necromancer
Controlling the G2me
TRAPS CHARACTER ADVANCE-
TESTS MENT AND DESIGNING
Actlntlng a 1hlp
Basic 'Jest Procedure EXPERIENCE SCENARIOS
Booby-'lhlps
Easy and Difficult 'Illsk.s l!,cperlence Points Plot
Summary oflhaps
Success and Failure Achieving Objectives Detailing the Plot
'fyplcal'IHggen
Combined� Good Rolepbying Olarac1as
'fyplcal 1haps
'Jests Agalmt Non-Pcn:cn- Rate ofAdvance Adding the Features
tage Charaett:ristla FIRE Spending l!,cperlence Adding Creatures
llace and Alignmmt Flammable T.irgets Points Adding Events
Race Setting Fire to Thing., lncte2Slng Charactcr- Adding Wandering
Animosity BurningOII lstlcs CttatUttS
Hatffd Putting FiresOut Buying Advancements Decide on l!,cperlence
Improvising 'Itsts Completing Basic Careen Points
Standard Thsts
POISON, DISEASE, AND
! Bargain-Undentaad
INSANITY Adventuring Catter Specific Charactcr
Objectives
Language Poisons ADVANCED CAREERS
Random 'Dcasure
1mins List ofAdvanced Careen
FATE POINTS 'Dcasure 'lllble
Deleriants Alchemist
TIME AND MOTION 'Dcasure values
Anlm2I \atoms Artillerist
Game Tone and Real Time Obtaining Poisons Artisan
Narnatlvc and Detailed CREATING NON-
Manubcturlng Poisons Assassin
Time PLAYER CHARACTERS
Admlnlstcrlng Poisons Charlatan
UnltsofTime Basic Catter Characters
Polson� Cleric
Game'Jbma Advanced Characters
The Effect of Poisons Counterfcltcr
Rounds Gencr:atlng Random NPCs
1lmns Demagogue
Race
Moving Delcriants Druidic Priest
Movement Rate 'lllblcs Age and Abilities
�al \atom Duellist
Movement Allowance for Career Class
Explanation ofEffects Explorer
Other 'Iramport Catter
Recovering from Polson Fence
Obstacles Skills and lhlpplnp
Dilc2sc Forger
Difficult Ground Ad¥,ance Scheme
Contracting Disease Freelance
Swimming Advanced and
Common Disease Giant Slayer
Parties and Groups Multi-Class
Black Plague Gunner
Armourand Random P2rtles
R.cdl'ox Highwayman
Encumbrance Wandering Creatures
TombRot Judldal Clwnplon
Emcumbrance values Encountcr 'lests
Wound Infection Knight
Jumping, Falling, What Creatures arc
Insmlty Lawyer Encountered?
Leaping, Cllmblng Gaining Insanity Point8 Mercenary Captain
Ropes and Ladden How Many arc There?
The Rau.It ofGaiplng Merchant What arc They Doing?
Flying CrcatllttS Insanity Points Navigator
'lhlvclllng
LIGHT AND DARKNESS Disorders OutbwChld War-Party/Hungry
Torches Agor:iphobla to Schlz.o- Physldm Ambush
Lantcrns phrcnla/Mlnor Raclretccr 'lhldlng
Campftrca Dlsordcn Sapper How do They React?

62
WARHAMMER FANTASY ROLE PLAY
• THE GAMESMASTER •

m his section contains all of the information that you


will need to be a Warhammer gamesmaster. Before
you attempt your first game it is a good idea to read
through the rules in their entirety. You won't need
to memorise all of the rules given here, but you will
1b help decide what happens the GM uses the rules of the game.
While the players don't need to know the rules in order to play
and enjoy the game, you must be familiar with most of them.
Don't commit the entire book to memory, but you should at
least know where to find the rules for any given situation. You
need to be reasonably familiar with them, and have a good idea decide whether a dice roll is necessary, which test to use (sec
of where they are in the book, so that you can refer back to them Standard Tests below), and what the precise results of a suc­
quickly as the need arises. cessful or unsuccessful test will be. Mostly, though, you must re­
Nok: Since It Is quite likely tbat we will be using tbe word ly on your imagination and common sense; the test of a good
'gamesmaster' quite a bit in tb,s section, you willfind It bas GM is not whether the rules can be recited from start to finish
been abbreviated regularly to GM. In tbe long run this will pro­ without looking anything up, but whether situations that may
bably save us 10pages In the book... not be fully covered in the rules are dealt with in a consistent
and realistic fashion. After all, in a fantasy game the impossible
happens quite regularly, and no set of rules, however large and
complex, can hope to cover every possible eventuality.
•WHAT A GAMESMASTER DOES•
It is the gamesmaster's task to run the game. This involves doing •DICE•
many things, which will be explained in greater detail in the sec­
tions that follow. This rulebook tells you how to run a Warham­ Before reading any further, make sure you are familiar with the
mer game, how to create your own fantasy settings, and provides different dice used in the game. You will find it useful to have at
you with a ready-made game in the form of The Oldenh21ler least one each of the four-sided, six-sided, eight-sided, ten­
Contract. sided , twelve-sided, and twenty-sided dice. Further information
on rolling the dice can be found in the Players Section.

•THE GAMESMASTER IS THE •THE GAMESMASTER


EYES AND EARS OF THE PLAYERS• PLACES ANY SCENERY•
The characters your players have created will be moving through
a f2ntasy world crc2tCd and controlled by you, and it is your task Adventures are enacted in the imaginations of the players and
to describe their surroundings in as realistic a way as possible. As gamesmaster, but it is a good idea to use models and model
the game unfolds, you will present the players with choices to scenery to represent some situations. 'Scenery' need be no more
make - for example, whether their characters will move right or elaborate than a book representing a house or the edge of a wall.
left along a corridor, or wich direction they will take at a cross­ Some GMs prefer to draw the scenery on graph paper. A better
r02ds. When the characters move, the setting will dlange, and and more attractive method is to use sets of 'floor plans' which
you will tell the players what they see, hear,feel, smell, etc. are available from many games stores.

The players will often demand information about their surroun­


dings: what colour a piece of cloth is, what a door looks like, or For example, if a group of adventurers is moving along a corri­
how large a room is. It is up to you, as the games- dor, you might decide to draw the corridor on graph paper and
master, to furnish the players with information of this kind if indicate the positions of doors and other features. You should
they ask. Some of the detail will be important, more will be use the same scale for this floor plan as the players' models (1" =
trivial scene-setting, and the rest will prove to you that your 2 metres), allowing them to be positioned directly upon it.
players completely missed some vital clue you gave them not
five minutes before. Often you will have to improvise details as
you go along, to provide the information they require (even if it It is only necessary to have a floor plan for the room or corridor
is useless) and to keep the story flowing and exciting. 1ry not to actually occupied by the characters at the time; as areas are
place more stress on one kind of information than another abandoned, the old plans can be removed. Much of the time a
steering an adventure like this may seem an easier course, but it floor plan will be unnecessary, and a verbal description of the
doesn't make for an exciting game. area will do. However, these useful accessories really do help to
improve the appearance of your games, and are also practical in
that you will be able to see instantly where characters, furniture,
•THE GAMESMASTER DETERMINES foes and other features are. This is not always easy when both
WHAT HAPPENS• the GM and players are relying on a purely verbal description.

The players will decide for themselves what they want their
characters to do in any circumstances. For example, if they come If an adventure occurs out-of-doors, you might find it useful to
to a fast-flowing river, do they attempt to swim across, look for employ model buildings, trees, etc to recreate the scene. This is
boats, or move off to look for a bridge? The char- not essential, but, again, it will make your games much more
acters can do whatever the players like, but the gamesmaster attractive. If you do not have models, then card 'floor plans' can
must determine the outcome of their actions. For example, if be used in the same way as for building interiors and dungeons.
they decide to swim the river, will they be drowned? If they look Commercially available 'floor plans' often include outdoor
for boats, will they find them? features such as trees and rivers.
SECTION 2: THE GAMESMASTER
The GM decides Clem must test against bis Initiative. Clem
•THE CAMESMASTER doesn i •ave any skills that will help him here, so be must rely
PLAYS THE REST OF THE WORL D• on bis lt.illatlve characteristic alone. The GM decides tbat no
modifiers are appropriate, since it's a fairly straightforward
Sooner or later, the players will meet the oth er creatures which situation, so Clem's player rolls a DIOO. The result Is 27, and
inhabit this fantasy world. They might be implacabl e foes such Clem's Initiative Is 29 - be'sJust made It. The GM tells the
player tbat Clem bas managed to throw himselfto one side,


as Goblins, friendly creatures, or even other adventurers. and the block misses bim by afraction of an incb.
The gam esmaster not only controls th e placing of such
creatures, but also takes the role of all those the characters en­
counter, much in the same way as the players take the rol e of the
characters they have created. Encounters may be with wild
creatures, such as a pack of wolves or bears. More intelligent
creatures might include other Men, Elves, Dwarfs or Halflings.
Such characters are call ed Non-Player Characters (NPCs) because
they are characters which are not under the control of any of the •EASY .AND DimCULT TASKS•
players. Only the GM controls NPCs.
Sometimes the gamesmaste r may decide that th e chance of suc­
cess given by a characteristic score does not ad equately reflect
•CONTROLLING THE GAME• the situation. If a task is very easy, the test might be made against
twice the characteristic score, while a task that is almost idiot­
Most of the time, the game will proceed by means of the proof might require a test on four times the characteristic score.
gam esmaster narrating events to the players; you will ask th e On the other sid e of the coin, if the task is very difficult, th e
?;!!t�: what they want to do, and.the players will respond by score might be halved, whil e one which is nightmarishly hard or
· g a decision. You can determine the results of the players' complex might require a test on a quarter of the score.
actions using the game rules and your own judgement, and then
describe these results to the players. Alternatively, the GM may allot modifiers in the form of percen­
tages - +5%, -10% and so on. This is completely up to you. The
important thing is to make th e difficulty of the roll reflect the
•TESTS• difficulty of the task.

During th e game, th e players will want their characters to at­


tempt many different actions - som e fairly mundane or day-to­ •SUCCESS .AND F.AlllJRE•
day, and others more daring and extraordinary. It is up to the
gamesmaster to decide what happens, whether the action suc­ If a test is successful, the character has managed to perform the
ceeds or fails. For example, a ch aracter might want to try leaping action with no probl ems. If the roll the number required for the
onto a galloping horse as part of a daring escap e - docs he make test , the character may even have done better than expected.
it? Docs he spot that the guards are closing the fortress gates?
Does h e manage to fight off th e guard captain? If a test is failed, th e character has not managed to perform the
action. The results of this, obviously, vary considerably accor­
Situations like this will crop up again and again in your games, ding to the precise circumstanc es.
and you can resolve things quickly and easily by
making a test. Most of the tests in this game are based on If a test is failed by more than 20 %, things have gone seriously
characteristics, and may be modified by a character's skills and wrong, and th e character may be in trouble. For exampl e, a
by other circumstances. character who fails an Initiative test by more than 20% may not
only fail to move in time, but may also fall over.

•BASIC TEST PROCEDURE• If a test is failed by more than 30%, things may hne gone
nightmarishly wrong. The consequences of passing or failing a
test by a large margin will depend almost ent irely upon the par­
1 - The gamesmaster examines the action to be attempted, and ticular test and the circumstanc es, and it is impossibl e to lay
decides which characteristic(s) comes into play. down any general guid elines. Som e ex:unples are given in Stan­


dard Tests below, and th e GM can take them into consid eration.
2 - The player and GM decide whether the character has any
skills which will affect the test.
3 - The GM considers th e circumstances, and assigns any further
modifiers that s eem appropriate, to arrive at a percentage chance
of success.
4 - The player rolls a Dl00. If the score is less than or equal to
th e percentage chance, the action is a success; if not, th e •COMBINED TESTS•
character has failed.
Sometim es, it may be necessary to test against two character­
5 - The GM decides th e outcom e of the attempt, based on its suc­ istics, or to make a seri es of tests -to resolve a complex situation.
cess or failure. The degree by which the test is passed or failed
will give a rough idea of how successful (or unsuccess- When more than one characteristic comes into play in a situa­
ful) the actionnas been. tion, simply take the average of the relCV211t scores as the basis
for th e test.
EXAMPLE
Clem Sb/restock Is Investigating a ruined castle when be ac­ EXAMPLE
cidentally triggers a long-forgotten trap. A large andpotential­ After losing aflgbt wttb a gang of smugglers, Clem Sblre­
ly verypainful block ofstone dislodges itselffrom the ceiling stock is thrown unconscious into tbe sea witb a large anchor
and comes whistling down towards him. Can Clem get out of tied round bis neck. The shock of the cold water revives him,
the way In time? but ifbe doesn't untie himself quickly, be's a goner.
SECTION 2: THE GAMESMASTER
The gamesmaster decides that both Initiative and Dexterity are EXAMPLE
important here - not only must he undo the knots which bind Clem Sbirestock finds himself trapped by a heavy portcullis
him to the anchor (Dexterity), but he must do it right aow, wbicb bas dropped down behind bim. Tbe gamesmaster
before be sinks too far, before tbe water swells tbe rope and decides be must make a test against Strength in order to raise
makes tbe knots too tight to undo, and before tbe cbill of tbe icy it. Clem 's Strength is 3, wbicb gives bim a base chance of suc­
water slows btm down (Intttattve). cess of 30%. Tbe GM decides to add a 10% penalty(after all, it
is a heavyportcullis), so Clem's player bas to roll 20 or less on
Clem's Initiative is 29, and bis Dexterity is 33 - an average of a DJOO. He rolls 76. Witb a grunt and a beave, Clem drags tbe
31. Clem's player rolls a DJOO, scoring 17 - our berofrees portcullis incbes offtbefloor, and tben feels a borrlble twlage
himself! His troubles are not yet over, tbougb - be still bas to get in bis muscles. Witb a failure of over 56%, tbe GM bas decided
safely to tbe sbore, and be doesn't bave Swim skill .. Clem bas over-stretched himself, and could do witb afew bour-s
rest and recuperation...
Some situations can be broken down into a series of tests rather
than one combined test; in these cases, the GM simply works
out in which order the tests should be taken, and proceeds with
them normally, one after the other.
EXAMPLE
Clem Sbirestock's borse is drawing level witb a coacb driven by
some baddies wbo are escaping.from him. Clem's player
decides be wants Clem to draw bis sword and cut tbe coacb­ •RACE AND ALIGNMENT•
borses' harness, so that the horses go over tbe bills andfar
away, while tbe coacbfails to take tbe next bend and ends up lests against Fellowship, in particulal; will be modified by con­
In tbe river. Since both Clem's bone and tbe coacb-bor-ses are siderations of race and alignment.
gallopingflat out, tbis is not going to be easy.
Race
Tbts situation breaks down into tbefollowing actions:
Obviously, NPCs will generally react more favourably to
members of their own race, and to reflect this all tests against
First, Clem must draw level witb tbe coacb-borses, and keep bis Fellowship are made with a -10% modifier when dealing with
horse running at tbe same speed. someone of a different race.
Wbl/e be does tbis, be must draw bis sword. This can be applied to Gossiping, Bluffing, Bargaining, Bribing,
Employment, Busking, Interrogation aod Loyalty tests, as well as
Tben, while still keeping control of bis borse, be must lean over to times when the characters are trying to obtain goods or ser­
and cut tbe harness. vices. It is also applied to encounters.
Expert borsemansbip is needed throughout, and tbe GM Animosity For races which suffer animosityagainst the
decides tbat altbougb Clem bas Ride Horse skill, be will still character's race, the penalty is increased to 20%.
need to test against Risk. Tbe Risk test is normally 50%, but
since Clem is a skilled bor-seman, tbe GM allows a 10% bonus, Hatred For races which suffer hatred against the character's
so bis player must roll 60 or less to keep control of Clem's borse race, the penalty is increased to 30%. This is a minimum penal­
tbrougbout tbe operation. He rolls 47, so Clem draws level witb ty, and the gamesmaster may increase it according to the cir­
the coacb-borses and stays tbere. cumstances. Alternatively, the GM may rule that almost any
interaction between races that hate each other will be essentially
Next, Clem must draw bis sword. Tbis isn't as easy on a gallop­ hostile.
Ing bone as it is onfoot, so tbe GM decides Clem must make a
Dexterity test. Clem's Dexterity is 33, and bis player rolls 24 - Alignment NPCs' basic outlook on life, as reflected by their
success again. alignment, will also affect how they relate to a character. If the
character's alignment is obvious (for instance, because the NPCs
Now comes the difficult part. Tbe GM decides that in order to can see a symbol of a deity whose alignment they know), the
cut tbe harness, Clem must make a test against bis Weapon test should be modified. If not, there will be no alignment
Skill. Because botb be and bis target are moving, tbe GM im­ modifier on the test, although another test may be made if
poses a penalty of 15 %; Clem's Weapon Skill is 38, so bis player alignments become obvious later on.
needs to roll 23 or less. Tbe dice are rolledfor a third time - 03!
Clem bas succeeded in pulling off this complex manoevre - tbe For the purposes of these tests, it is most convenient to consider
coacb-borses go one way, tbe coacb goes another, and tbe bad­ the five alignments as a straight line, running as follows:
dies end up in tbe river.
Cbaos - Evil - Neutral - Good - Law

You should apply a -10% modifier for each level of differ-


ence. For example, Good is 1 alignment away from Neutral - so if
a Good character must make a Gossip test during a conversation
with a Neutral character, it will be modified by -10%. Evil and
Law are 3 alignments away from each other, and a -30%
modifier would be imposed for Fellowship-based tests between
•TESTS AGAINST characters of these alignments.
NON-PERCENTAGE CHARACTERISTICS•
Most personal characteristics are based on a scale of 1-100, •IMPROVISING TESTS•
so it is easy to work out a percentage chance of success. The ex­
ceptions are Strcnath and Toughness, which are on a scale of The standard tests detailed below should cover most situations,
1-10 (it will never 6e necessary to test against Moves or Wounds). but occasionally you will need to improvise a test to decide
To test against Strength or Toughness, simply multiply the whether a character succeeds in an action. It should not general­
characteristic score by 10 to give you a basic percentage chance ly be difficult to decide which characteristic to use as a basis, but
of success, and then proceed as normal. here are a few guidelines.

65
SECTION 2: THE GAMESMASTER

Move is never used as the basis for a test • if a situation involves Bluff Fellowship Acting, Charm, Clown,Jestet;
movement, use Initiative instead. Public Speaking, Seduction,
Wit
Weapon Skill reflects hand-to-hand combat ability; it might be
used in non-combat situations when a character is using Bribe 100%minus
something like an axe or sledgehammer. Remember that a target target's Will
that isn't moving counts as prone (see the Combat section). Power
Busk Fellowship Various • see description
Ballistic Skill reflects accuracy in shooting and throwing; it
might be used to determine the accuracy of any throw in a non­ Construct Dexterity Boat Building, Carpentry,
combat situation, such as a game of darts. Engineering, Mining,
Smithing, Stoneworking
Strength reflects the character's physical strength; it can be us­ Disease Toughness x 10 Immunity to Disease
ed whenever a character applies brute force • for example, when
lifting a very heavy object or trying to bend iron bars. Employment See below Various
Toughness reflects the character's general constitution. It is us­ Estimate Intelligence Evaluate, Follow Toill, Super
ed as the basis for saving throws against disease and poison , and Numerate
in situations where a character's general state of health is im­ Fall see Movement Acrobatics
portant.
Fear Cool
Wounds are never used as the basis for a test. T hey simply Frenzy Cool
reflect how long a character can fight before an opponent strikes
a telling blow. Gamble See Description Gamble
Initiative reflects speed of thought and action. It is used to test Gossip Fellowship Acting, Bribery, Charm, Com-
actions requiring mental alertness rather than physical skill, to edian, Public Speaking,
determine whether a character spots some small or unusual cir­ Seduction, Story Telling, Wit
cumstance (such as a tear in a man's clothing, or Hatred . Cool
a dislodged picture on a wall), and in cases where the charac­
ter must react to something quickly, such as dodging a falling Hide Initiative+ Cool Concealment, Shadowing
rock. minus enemy In-
itiative
Attacks are never used as the basis for a test. They simply in­ Hypnotism Will Power
dicate how many attacks a character can make in a round of
combat. Interrogate Will Power Torture
Dexterity reflects skill in performing intricate manual tasks, Jump see Movement Acrobatics
such as threading a needle or picking a lock. It can be combined Leap see Movement Acrobatics
with Initiative when dealing with actions that require physical
co-ordination and balance, such as walking a very narrow ledge Listen Soft noise 30% Acute Hearing, Silent
or balancing on a moving wagon. normal60% Move
loud 100%
Leadership reflects a character's ability to command respect Loyalty Leadership Bribery
and loyalty, and, in some circumstances, to obey orders and
follow instructions given by a superior. Magic Will Power
Intelligence is a direct measure of a character's reasoning Observe Initiative
capacity and should be used in all circumstances that require Pick Lock Dexterity Pick Lock
judgement, common sense and clear thinking. minus lock rating
Cool determines a character's natural bravery and resistance to Pick Pocket Dexterity Pick Pocket
shocks, unpleasant sights, hopeless circumstances, deadly Poison
danger, etc. Toughness x 10 Immunity to Poison
Reaction Initiative
Will Power is a·broad measure of a character's strength of
character and mental resolve. It is used in tests to determine Risk Base50% Various, depending on cir-
resistance to magic, hypnotism, torture and similar situations. cumstances · see description
Fellowship indicates a character's ability to impress and con­ Search Initiative
vince other creatures, and general force of personality. It is used Search Initiative
as the basis for any test that involves fast talking or social in­ rapid
teraction. Sneak 30% Concealment, Silent Move
Strength Strength x 10
•STANDARD TESTS•. Stupidity Intelligence
There are some situations which will arise time and time again. lerror Cool
Players will want their characters to bluff their way out of tricky Understand Intelligence Linguist
situations, to bribe guards to look the other way, to hide from Language
powerful enemies, and so on. To cover these situations, there are
a number of standard tests. Standard tests are dealt with in ex­
actly the same way as ordinary tests; the only difference, really, Note: Not all the skills listed against a certain test will apply in
is that we've covered most of the details here and saved you any given instance; they are the skills which mlgbt come into
some work. play, but the gamesmastermust decide which, ifa,ry, are rele­
vant. When a character bas more than one relevant skill, the
The following chart lists the standard tests and the character­ bonusesfrom each skill are added.
istics upon which they are based, together with skills which
might modify the test. They are covered in detail below.
Also, some skills are mutually exclusive: Charm or Etiquette
Action Test against Relevant Skills may not be used together with Comedian orJester, since It is
Animosity Cool Impossible to be charming and earthy at the same time. The
Bargain GM should examine all relevant skills In a given case, and
Fellowship Charm, Haggle, Seduction decide whether it is logtcal to use certain combinations.

66
SECTION 2: THE GAMESMASTER

Minor criminal act stealing from an employer or confidant, revealing


information of minor value, permitting entry to a
restricted area - 2 S GC
Criminal act stealing articles or revealing information of obvious
value- SOGC
Major criminal act Revealing information of national importance, con­
spiracy to murder or worse - at least 100 GC, fre-
quently more.
The minimum value of a bribe may be modified by the NPC's cir­
cumstances and attitude - a servant may be more willing to
betray his mistreSs if he has a personal grudge against her, for ex­
ample. Also, the personality and alignment of the NPC to be
bribed must be taken into account; those who are naturally
malicious or of Chaotic alignment might be easier to persuade,
because they have a natural love of causing trouble.
The minimum acceptable bribe is also modified by the social
level and general position of the person being bribed. 11-ying to
bribe a town Mayor is a bit more difficult than a peasant or lowly
scribe, for example.
Generally, some account ought to be taken of the NPCs social
status and wealth where bribes are concerned. A duke, for exam­
Animosity: If characters are subject to animosity tow:uds a par­ ple, will probably be mortally offended at being offered 17 GC
ticular creature or group of creatures, a Cool test should be made to leave a castle gate unlocked! Far better to approach one of his
every time they encounter the objects of their animosity. If the servants. On the other hand, the same duke might, for a price, be
test is failed, the character will attack immediately, using bribed to commit his forces to the support of an attempted coup
weapons if necessary. If the test is mack; there is still a -10 % d'etat. Common sense should be exercised when deciding who
modifier to all Fellowship tests between characters and the ob­ to bribe and for what.
jects of their animosity.
Having established the minimum acceptable bribe, the character
Bargain: The gamesmaster can establish the availability and must make an offer.
asking price for most commonly available goods or services us­
ing the Consumer's Gulde. Characters can always try to bargain This can be more than the minimum bribe, but never less. The
with suppliers. chance of it being accepted equals 100% minus the Will Powerof
the person being bribed. Will Power is used because it represents
To find out if characters succeed in striking a good bargain, test mental fortitude, but you are free to modify the figure in any
against their Fellowship; a successful test indicates that they suitable way.
have been offered a lower price. Price reductions are at the GM's
discretion, but 10% can be regarded as usual - more for an Alignments are an important consideration:
especially good (low) roll.
Note: ale bouses and eating establtshments are not likely to of­ Chaotic characters would be likely to accept a bribe ( + 20%
fer a discount, and staffmay get very annoyed Iftbeplayers try chance).
to bargain with them.
Evil characters would be quite likely to ( + 10 % ).
Bluff: On many occasions characters will have to resort to bluff­
ing their way out of (or into) a situation. They can lie, feign ig­ Good characters would be unlikely to (-10%).
norance, drunkenness, forgetfulness or whatever they like in
order to achieve their end. Lawful characters would be very unlikely to (-20%).
The gamesmaster should encourage players to come up with a If the bribe is refused, the briber may choose to increase the of­
plausible story for the bluff, and should then make a test against fer-by an increment of 50% or more. For each 50% added to the
the character's Fellowship to see if the bluff is successful. The original minimum, either on the original or subsequent at­
player's yam is really only required for colour and entertain­ tempts, the chance of success goes up by 10%.
ment, but the GM may decide that a bluff is extremdy unconvin­
cing, or convincing, and modify the character's test accordingly. A really bad (high) dice roll can be taken not only as a failure, but
A successful bluff will completely convince its victims, remov­ also as an indication that things have gone dis-
ing any shadow of doubt from their minds. An unconvincing astrously wrong; the character may be totally incorruptible, may
bluff may arouse hostility; a failure by 40 % or more is likely to inform on the players, may take their money but betray them, or
provoke open violence. may even attack them out of hand.

Bribe Bribery is a useful way of getting out of (or into!) some Busk: Characters with entertainers' skills, and some other
situations. When characters attempt to bribe officials, the characters, may wish to try their hand at busking. This is a good
amount of money offered and the risk involved must be taken way to earn spare cash - often, short of out-and-out begging, it is
into account. The chart below can be used to find the the only way. A character attempting to busk ought to have at
'minimum' amount that must be offered for acts of increasing least one entertainer's skill. The following skills are eligible to
danger. Busk:

Act Minimum Bribe Acrobatics Acting Jester


Passive task overlooking minor discrepancy, looking the other Anist Juggle Beg
w-.iyetc- lGC Mi.me Clown Mimic
Comedian Musician" Contortionist
Minor active task leaving a gate open, revealing the personal habits, Palmistry Dance Sing
routine or location of someone - S GC Escapology Story Telling Fire Eater
Strongman

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SECTION 2: THE GAMESMASTER

Make a test against busking characters' Fellowship every game prentice career to obtain work as an Artisan. Any character may
hour; a success indicates that they have earned D4 + 1 GCs, while obtain work as a Servant/Retainer. Strength of 3 or more is need­
failure indicates that they have earned a paltry 06 shillings. A ed to obtain work as a Labourer.
failure by 30% or more indicates trouble; the character might be
moved on by a town watchman, or arrested for vagrancy, or The chances of finding work in a given community depends
might have a run-in with drunken or rowdy locals. You can play upon its size. In cities and large towns, it is comparatively easy
this out as an encounter if you wish. to find work. In smaller towns and villages there will be little de­
mand for specialised workers, and other work will mainly be
Construct: This test is used when characters attempt to con­ seasonal labouring. Use the following chart to determine the
struct large, improvised items from basic materials; when trying base chance of finding employment:
to build a rough shelter, a raft or a rope bridge, for example. The
same test can also be used to decide whether emergency repairs Employment Popuhtion
can be made to things like wheels and axles.
BclowlOO 100-1,000 1,000-10,000 10,000+
Construct tests are made against Dexterity, and can be modi­
fied by the gamesmaster, bearing in mind how difficult the task Entertainer 3% 17% 73% 100%
is. The GM may decide to split large or complex projects into a Labourer 17% 73% 100% 100%
number of different construction rolls, requiring the success of
one stage before moving onto anothei: Usually only a single test Artisan 3% 9% 42% 59%
is made for each stage of construction, no matter how many in­
dividuals are involved - therefore even though several characters Servant/Retainer 17% 59% 100% 100%
may have a bonus on their construct roll, only the highest bonus
would be used.
The test is made secretely by the GM and the result is noted Characters may make Employment tests once per week while
down. A successful n:sult means that the construction will stand looking for work. Certain skills may modify the base chance of
up to whatever it was designed for. Failed tests can have varying finding employment; this is specified under the relevant skill
effects, acconling to the amount by which the roll was higher description. The wage level is a basic 60/- for Artisans, 30/- for
than that required: Entertainers, 42/- for Labourers and 3/- for Servants (who would
get free board and lodgings)..
Failure by 01 - 10 % . The construction is shaky and good for on­
ly 2D6 cbys of use. After this it will collapse. Estimate: Occasionally, characters will be presented with situa­
tions in which they need to quickly estimate numbers, distance,
Failure by 11 - 20 % . The construction is shaky and good for on­ quantity etc. The gamesmaster can establish the basic accuracy
ly 2D6 game turns. After this it will collapse if used. of an estimate by secretly testing against Intelligence. If suc­
cessful, the estimate will be correct to within + /-10%. A failed
Failure by 21 - 30 % . An unsound construction. Every tum it is test indicates that the character's estimate is out by more than
used roll a 06. It will collapse on a score of 6. this. You can use failed estimate tests to provide bogus infor­
mation.
Failure by more than 30%. Utterly useless botched job that
doesn't even look safe. Falls apart as the last nail is hammered Fall: A fall is an uncontrolled descent. All the details for the test
home. are included injumping, Falling, Leaping, Climbing.
The Construct test is only intended to allow characters to do Fear: Certain characters suffer from psychological stress which
things within their general talents, encompassing special skills is sopotent that it causes them to lapse into a state of temporary
where applicable. It is not a license to build whatever they wish. paralysis - they are literally scared stiff.
If players take liberties with this, you should ask them enctly
how they intend accomplishing their tlSk, and judge the scheme Some creatures are described in the Bestbry as causing Fear in
on its merits. After making sure they have all the necessary tools other creatures (for example - undead creatures cause Fear in liv­
and materials to hand, assign a modifier to their chance of ing creatures). When characters confront any creature which
success. causes Fear in them, a stancbrd Fear test must be made.
Disease: Whenever characters come into contact with disease, lest against Cool to see if they are affected - a successful result
the gamesmaster should make a Toughness test to decide means they have resisted the effects of Fear (no further tests are
whether or not they contract the ailment. The test can be necessary during that encounter sequence). A failed result, how­
modified according to the virulence of the disease (see Disease, ever, indicates that the characters are paralysed with fear and
Polson and Insanity) and by the Immunity to Disease skill. may not move, fight or perform any other actions that round. If
attacked whilst paralysed, they may parry as normal, but may
Employment: Occasionally, characters will seek mundane not use Dodge or other skills to avoid damage. The roll is
employment - either to make money between adventures, or for repeated at the beginning of each round until the characters
some more subtle purpose, such as to infiltrate a house or overcome their fear, after which no further Fear � are made
organisation. There are four broad categories of employment for that encounter sequence. \
open to a character:
Entertainer - includes all the activities covered by the
Entertainer basic career.
Labourer - includes dockers, building labourers and
farm-workers.
Frenzy: Characters suffering from severe mental trauma may
Artisan - includes all the activities covered by the Ar­ sometimes totally lose control, becoming dangerous killing
tisan advanced career. machines, perils to friend and foe alike. This test is only taken by
characters susceptible or 'subject' to frenzy - those who are
Servant/ - includes all kinds of servants and maids, as crazy, jumpy, ill-tempered and violent. Characters may become
Retliner well as clerks, bailiffs, gamekeepers etc. subject to Frenzy as a result of gaining a psychological disorder,
but some creatures are naturally unstable. The test is made
Characters must have, or have had, an Entertainer career in order against Cool, whenever the character is placed under some kind
to obtain work as an Entertainer, or an Artisan or Artisan's Ap- of stress - principally at the beginning of an encounter.

68
SECTION 2: THE GAMESMASTER

If the test is passed, there is no effect. Characters who fail the able vehemence. This is important to players with Dwarf
test lose control for the duntion of the encountet; and become characters, because sooner or later they are bound to come face­
subject to the following rules: to-face with a Goblin or twelve. Test against characters' Cool at
I They are oblivious to danger and cannot be compelled to the beginning of any encounter; the result lasts for the duration
leave combat. Fear and Terror tests are not taken or are of the encounter. If the test is passed, all is well and no special
disregarded. rules apply. If the test is failed, they are overcome by hatred and
becomes subject to the following rules for as long as they are in
2 They are concerned only with killing their enemies - they combat with the hated foe.
may not parry and always press attacks where given the op­
portunity. 1 The character becomes oblivious to danger and cannot be
3 They are possessed of insane strength - adding + 1 to all com­ compelled to leave combat.
bat damage caused. 2 The character always presses attacks where given the oppor­
4 They are overcome with blind fury, and are completely tunity.
oblivious to damage they take - modify all damage rolls by-1. 3 The character is possessed of insane strength - adding + 1 to
all combat damage caused.

Hide: This test shows whether characters can evade discovery


by skulking in the shadows, in a dark recess or similar location,
whilst enemies march past. A character hiding in this way can­
not avoid being discovered by a Search (or Rapid Search), but
Gambling: each character bets an equal amount of money cannot be seen by mere Observation. For example, Silas Lump­
and then rolls D100. The winner is the character with the foot the Halfling is creeping stealthily down a dark passageway
highest roll. Successful characters win a sum equal to the when he hears the clanking of an advancing Ore patrol. He can­
number of players multiplied by the sum staked on the game. not pass the patrol without being seen, but by hiding in the
In the unlikely event of a tie between one or more players, shadows, be hopes to avoid detection. Curling into as small a
the tying characters make a second bet and roll again. The space as possible, and taking advantage of the passageway's
other characters drop out for that round of betting only. uneven surfilces, Silas waits silently for the Ores to pass. This is
the ideal situation to apply a Hide test, to see if Silas is spotted by
If gambling in a casino or gaming house, the house adds one of the patrol. In situations where the patrol is deliberately
10-40% (104 x 10) to its roll, depending on how honest the looking for someone, the normal Search/Rapid Search rules
management is. In rigged games, the house may add as much apply.
as 60% to its roll, but rarely does so all the time.
Characters with Gamble skill receive a modifier to their roll The chance of being able to successfully evade detection by
hiding is dependent upon quick wits, and by the ability of the
equal to half their Intelligence score. Characters using spare hider to remain calm and collected whilst the danger passes.
aces or loaded dice use their Intelligence score unmodified, The basic chance, therefore, for a Hide test equals Initiative plus
but stand a chance of being caught. After the results of a Cool, but minus the Initiative of the creature being avoided. If
round of betting have been declared, the GM should make a hiding from a group of creatures, test only once, but use the
secret Intttattve test for each participant to see if they spot­ highest Initiative value in the group.
ted any cheating. The test is made with a penalty of -10,
unless a cheated character also has Gamble skill, in which
case, he or she gains a bonus of + 10. Characters caught A creature with an appropriate Silent Move skill may add a
cheating could be in big trouble! + 10% modifier to the chance of hiding. A character with Con­
cealment skill may add up to a further + 20%. The GM should
Gossip: Idle gossip offers a f.urly safe and easy way of gathering impose other modifiers to cover the situation - general lighting
information. Characters can attempt to engage NPCs in conver­ conditions, the availability of places to hide, whether the foes
sation- the best places are obviously Ale Houses, where people are alerted to possible intruders or completely unsuspecting, etc.
are bound to be less suspicious of the player's motives. Hiding characters may choose to launch surprise attacks, and
will gain Surprise automatically (see the Combat Section).
When a character tries to strike up a conversation with a strang­
er, the gamesmaster should make a test against Fellowship. If the Hypnotism: Some characters have Hypnotism as a skill, whilst
test is successful, the character will learn all the latest news (rele­ many creatures have a hypnotic attack, causing the victim to
vant or not). News t ypically includes tragic events, births, mar­ become transfixed and helpless. The test is made against the vic­
riages, scandal, suicides, trauma, illness, crime and 'strange tim's Will Power, usually only once during an encounter or copi­
goings on' in general. It can take quite a while to listen to local bat sequence. If successful, the character cannot be affected b�
gossip, especially if the speaker is old or rambling. This is left to hypnotic suggestion for tbe rest of the encounter; if unsuc­
the GM to decide according to the ciocumstances. cessful, the character is held rigid and totally helpless, unable to
move or fight. This lasts for so long as the attacker remains star­
In addition to local news, the character can try to get answers to ing at (or otherwise transfixing) the victim. If distracted (such as
up to D6 specific questions. The GM should answer the player's being damaged in combat), the effect is lost and the hypnotised
questions from the NPC's point of view - often the only honest character returns to normal in the following round. Creatures
reply the NPC can make is 'I don't know'. can usually only hypnotise one victim at a time.
Characters who fail a gossip test may face a hostile reaction from
the NPC. A failure by 40% or more indicates that the NPC may Interrogation: When someone is forcing information from
report them to the local authorities as snoopers, dangerous de­ characters or NPCs, even though those characters may be deter­
viants, or weirdos. In favourable ciocumstances, the NPC may mined that they will not talk, the gamesmaster may·decide
even attack the character. otherwise. Interrogation must be backed by threats, and can be
backed up by torture as well. If players intend to use torture
Hatred: This test is used to determine the reaction of characters against NPCs, they should be aware of the risks of accidental
to others they may have special reason for hating. Although the death (the NPC's, that is.. . ).
test can be applied on a personal level (especially if your game
revolves around a vendetta or an act of personal revenge), the The simplest form of interrogation is by threat: 'Tell me where
usual application is when specific races, for some reason or your money is or I'll break your legs.' The GM tests against the
other, hate each other. The Bestiary describes which creatures victim's Will Power (mental resistance). A successful test means
bate other creatures, but the most important example is that of that the character doesn't co-operate. A failed test means instant
Goblins and Dwarfs. Both races hate each other with consider- obeyance.

69
SECTION 2: THE GAMESMASTER
Once characters have passed an interrogation test, no amount of Loyalty: This test is used to establish the loyalty of NPC hirel­
additional threatening will make them talk. Only the application ings when left unsupervised by other characters. Test against the
of torture will loosen their tongues (or other bits). Leadership of the hirer - usually a player character. If hirelings
are hired jointly by a party, test against the highest Leadership
Characters may be tortured once per tum and the GM will make characteristic minus 10%.
the test against Will Power. Every time torture is administered,
the character suffers D3 points of damage. Characters who fail When a hireling or party of hirelings is entrusted with a mission
the test will answer any questions put to them. of any kind, the gamesmaster should make a single test. If suc­
cessful, the hirelings attempt the task as expected. If the test is
Evil or Chaotic torturers can use extreme torture instead of nor­ failed, the degree of failure will determine the outcome:
mal torture. This lowers a character's WP by 10% for purposes
of the test, and causes D4 points of damage.
Fallsby The hirelings fail to attempt the task, or get it
Good characters shouldn't really use torture. If Good char­ 01-10% wrong due to laziness or incompetence; they
acters do attempt to torture a captive, they gain D6 Insanity return as expected, but lie to cover
Points (sec Insanity). Likewise, a Good character who fails to themselves.
prevent less charming characters from torturing a captive will
gain D3 Insanity Points. The character would obviously be suf­ Fallsby The hirelings fail to attempt the task in the
fering from mental trauma, feelings of guilt and remorse. 11-20% same way as above, but do not return until a
day later than expected.
Jump: A jump is a controlled descent. All the details for the test Fallsby The hirelings dissappear for good, taking with
are included under Jumping, Falling, Leaping, Climbing. them anything entrusted to their possession.
21-30%
Leap: A leap is a horizontal jump. All the details for the test are Fallsby The hirelings betray the characters to their
included underJumping, Falling, Leaping, Climbing. 31%+ rivals or the authorities. They do not return.
Listen: The following chart gives the percentage chance of a
chaq.cter hearing different types of noise. A character does not
need to be actively listening for a noise, but when characters are Magic: Sometimes, a character can be affected by magic directly.
moving, talking or are distracted in some way, they would be In such cases, a test is made against the victim's Will Power. If
unlikely to hear any but the loudest sounds. As a general rule, a successful, the victim overcomes the effects of the spell/item.
group of characters who are themselves making a noise will only Note that some spells affect creatures only indirectly, and cannot
hear sounds which are actually loude1: So a party moving be avoided by means of a Magic test - for example, a character
cautiously will hear normal or loud noises, but not other soft cannot avoid getting burned by a magically generated fireball, or
noises. wet from a magically generated rainstorm.
Observe: Characters might enter a room and see the rough
stone walls, the upturned chair and the heavy table. But would
they be likely to see the scratches on the floor made by the secret
door, or the dark smear of blood on the chair?
Soft Cautious movement, whispering, 30% 4yards
keys turning, lock-picking If a character searches these areas, the scratches and blood will
be found automatically, because they are not hidden. However,
Nonr.a.l Standard movement, 60% 8yards the gamesmaster can give players a chance of their character just
conversation, doors opening or noticing these features, even without conducting a proper
closing search.
Loud Barging down doors, running, 100% 16 yards Roll secretly against the character's Initiative as soon as there
charging, combat, incantation, would be an opportunity for the character to cast a cursory
horses moving, rapid searching, glance over the room. A successful test reveals a single clue,
breaking glass, shouting, where present. Success by 10% or more points reveals addi­
crying out, screaming tional clues at the rate of 1 clue per full 10% of success, until the
character has noticed evetything there is to see.
Characters cannot use observation to uncover hidden items. Hid­
Characters need to be actively listening to hear sounds through a den items can only be uncovered by a deliberate search.
door or wall, ie, must actually press an ear against the door/wall
in question. Noises do not otherwise penetrate doors or walls, The observation rules-can also be used when characters look in­
except possibly as very indistinct moans or howlinWi. to a room from outside. However, in this case they are rolling to
see the obvious features • inhabitants, furniture, floor coverings,
Normally, each character gets only one effective 'listen' through and so on. Subtle clues and hidden items cannot be seen from
a door or wall. No matter how long characters spend with their outside a room.
ears pressed against a door, they will hear no more subsequently
than they did on their initial roll. The gamesmaster can bend Pick Lock: Characters with Pick Lock skill can attempt to pick a
this rule, but players should be discouraged from spending all lock using a special lock-pick tool, or an improvised tool made
their time listening through doors and walls. from wire, a small knife or something similar.
A character deliberately listening at the door of a room may roll All locks have a Lock Rating of up to 100% , which is subtracted
as normal to bear sounds within. Only one character may listen from the character 's Dexterity characteristic to give the chance
at a normal-sized door at one time. Characters listening through of success. The higher the lock rating, the more difficult it will
a thin, wooden or plaster wall may hear sounds within, subject be to open the lock.
to a -10% dice modifier. Thick brick, stone and earthern walls
block all noise. A successful test indicates that the lock has been opened. Up to 3
unsuccessful tests can be made by the same character, after
A sleeping character will be woken by a noise if a Listen test which all further attempts will fail automatically. Each attempt
modified by-20% is passed. takes the equivalent of 1 round or 10 seconds.

70
SECTION 2: THE GAMESMASTER
Characters can acquire the Pick Lock skill more than once, giv­ them in physical danger. Some typical instances are given here.
ing them pick lock modifiers of + 10, + 20, + 30, etc. The Many physically dangerous actions are covered by skills, and
modifier is added to the chance of success. characters with appropriate skills do not need to take certain
Risk tests.
Characters without Pick Lock skill should be allowed one at­
tempt at a lock, with a -30% penalty. The Risk test is taken in the same way as other tests, but the
Pick Pocket: Characters with Pick Pocket skill can attempt to
character has a standard 50% chance of success. This can be ad­
quietly remove items from a sleeping Ogre or a fellow adven­ justed by the GM if it is reasonable to do so, but 50% can be
turer without being noticed. thought of as average.

lest against characters' Dexterity. A successful test indicates that A failed Risk test always causesD3 points of damage. No reduc­
they have picked the pocket unnoticed, and has obtained 1 +D3 tion is made for armour or shields. The GM may allow the ef­
items, at random, from the person's personal belongings - it is fects of protective magic and skill-based modifiers to reduce
left to the GM to decide whether an item is a purse, a loose coin, damage in certain circumstances.
a handkerchief or whatever.
A failed test indicates that the character has not managed to take Search: Sean:hes must be conducted item by item. Walls, floors
anything. Failure by 20% or more indicates that the character and other large surfaces are searched at the r.lte of 9 square yards
has been noticed, and failure by 40% or more indicates that the or 9 yards le� of corridors per tum (minute). Anything not
victim notices the pickpocket and catches him by surprise. deliberately hidden will be uncovered by a search automatically.
Deliberately hidden items are uncovered if the character makes a
Characters' with Pick Pocket skill can earn money between successful test against Initiative. Objects can be sean:hed
adventures. 'lest against Dexterity once per day; a successful test repeatedly if the players wish.
indicates goods or cash to the value ofDl0 + 1 Gold Crowns have
been obtained. A failed test indicates that the character has failed You must decide how long it takes to search a certain item or
to obtain anything, and has spent the whole day being chased area, depending on how empty or crowded it is. An empty
and assaulted. Failure by 40% or more indicates that the bucket does not take as long to search as a crammed toolshed.
authorities have actually caught the character. Common sense is as good a guide as any here..
Characters who spend long periods picking pockets suffer a
cumulative penalty of 10%. Thus, the test is made at -10% on
the second day, -20% on the third day and so on.
A character without Pick Pocket skill may try to pick pockets,
but suffers a penalty of -30% on all Pick Pocket tests.
Rapid Search: This works in the same way, but occurs at dou­
Poison: This test can be made to see if a character is overcome ble speed. Rapid Sean:hing incurs a modifier of -10%, and
by poison or drugs. lest against characters' Toughness x 10 (a counts as a Loud noise.
character with a Toughness of 4 has a 40% test, for example). If
successful, the character resists the poison and suffers no ill
effects. Sneak: Although not a standard test, it is anticipated that
characters - with or without Silent Move skills - will want to try
Problem Solving: Occasionally, characters will be faced with a and creep past guards and other potential problems. To discover
situation where they have to solve some sort of mental puzzle, whether the character is heard, refer to the Listen tests above,
riddle or problem. The gamesmaster should allow any character and the section on Movement.
to tackle a problem at least once.
Stupidity: This test is usually applied to especially dull-witted
The GM should make a test against the character's Intelligence. creatures - those described in the Bestiary as ''subject to
This can then be used in one of two ways. You could use the suc­ Stupidity". Characters may sometimes be overcome by stupidity
cess or failure of the test in the same way as all the others; that is, as the result of magic, insanity or other unusual situations.
you could tell the player that the character has solved the puzzle These are described elsewhere in the rules.
if the test is passed, or that it defeats the character if the test is
failed. Alternatively, if you would like the player to actually have
a go at solving the puzzle, the level of success that the character The gamesmaster applies the test at any appropriate time, usual­
has with the test will give you a rough idea of how much help ly when the character is under stress, such as when combat com­
you can give the player with the puzzle, or how many 'goes' the mences. Make a test against the character's Intelligence; if it is
player is allowed to solve the problem. For instance, if the test successful, the character is not affected by Stupidity for that en­
succeeds by 10% or more, you can allow a player 1 extra attempt counter sequence. Characters who fail the test are overcome by
at solving the problem. stupidity, and the GM should roll on the chart below to see what
they do each round.
If the test is a failure, characters may still attempt the problem
once. The GM should offer no help, or even attempt to mislead 01-20% Nothing - their eyes take on a dazed expression, and
the player if the test was failed by a wide margin. If the test is they steadfastly refuse to do anything at all. If such a
failed by 30% or more, the GM should definitely try to make character suffers combat damage, add 20% to all subse­
things hard for the character. quent rolls on this chart during the encounter.
Reaction: This test is made to determine whether a character
acts fast enough when something rapid happens - such as a trap 21-40% Confused - they have sufficient wits to move (half rate)
going off. A successful test indicates that the character has dodg­ and to defend themselves by parrying, but they may
ed, ducked, stepped back or otherwise managed to avoid the not use skills or magical abilities, nor may they attack.
sudden danger. Test against the character's Initiative, making any
suitable modifier for careless or gungho behaviour ( eg, -10% if 41-60% Disoriented - they are vagudy aware of what is hap­
moving at a standard rate, -20% if running, -10% if the character pening, and may defend themselves by parrying and
is showing off, etc). using all available skills to reduce combat damage. They
may not attack. They may move at cautious or stan­
Risk: The gamesmaster can apply the standard risk test to any dard rates, but may not run. Any spells cast by such
situation where characters are attempting something that puts characters have half the normal chance of working.

71
SECTION 2: THE GAMESMASTER

61-80% Dull-witted - they can just about manage to put up a


fight. Their Attacks characteristics are reduced to 1, but
•GAME TIME AND REAL TIME•
they may attack once or parry once in a round.
Game time is different from real time. W hen a player says 'My
81-100%Confused but resolute - they are not quite sure character is looking into this room', the gamesmaster will tum to
what's going on, but will lash out with any weapons at the relevant entry in the scenario, see what is in the room, and
the nearest creature (be it friend or foe), bellowing loud describe it to the player. This takes several seconds of real time
war cries and shouting encouragement to their fellows. but in game time the character would have taken it all in at a
Their attacks and skill use are as normal, but may be glapce. On the other hand, the characters might travel from one
misdirected. town to another; the GM decides that there are no encounters
during the trip, and says, 'OK, you get there safely.' This only
Terror: This is an extreme form of Fear, and the test is taken in takes a few seconds of real time, but can occupy hours or even
exactly the same way. Only creatures which are mind-numbingly days of game time.
unnatural and horrifying will cause Terror - as indicated in the
Bestiary.
Characters failing a Terror test will drop everything and curl up
into a gibbering ball until whatever caused the lcrror is
destroyed or goes away. They may do absolutely nothing, not
even defend themselves in combat, and count as prone targets in
combat. •NARRATIVE AND DETAILED TIME•
Furthermore, Terror is so mind-wrenchingly traumatic that it
can cause permanent mental damage, occasionally resulting in Most of the time during an adventure, the gamesmaster will
personality disorders. Every time characters fail a lerrors test, simply narrate the options available to the players, inform them
they gain + 1 insanity points (see Polson, Disease and Insanity). of the results of their decisions and tell them if anything un­
toward is happening. The GM should have a rough idea of how
Understand Language: Often characters will be confronted by much game time has elapsed (eg, a split-second, ten minutes, a
babbling foreigners speaking totally incomprehensible couple of hours, several days), but it is not necessary to keep
languages. If they do not speak the foreigner's language, they track of things second by second. Sooner or later, though, a
may .try to make out the gist of what is being said by listening situation will arise which needs to be played through in detail,
very carefully, encouraging the foreigner to speak slowly and and then the GM should make sure that everything that takes
use gestures, and being very patient. place is done round by round and tum by tum. There are no
hard-and-fast rules about this,-since the game is so flexible that
The gamesmaster must decide if there is time for the babbling almost anything can happen, but common sense should tell the
foreigner to make himself understood. Obviously, this will de­ GM what sort of timekeeping is required at any given time.
pend on what is being said. The GM then tests against the listen­
ing character's Intelligence. A successful test indicates that the For example, imagine the players are approaching a deserted
character has gained some inkling of what is being said, while a cabin. The GM knows that a large bear has taken residence, but
failed test means the character hasn't a clue. Depending on the the players are as yet unaware of this. Play might proceed like
result, you can reveal as much correct or incorrect information this:
as you see fit. Success is never absolute except with very simple
messages. GM You come to a clearing in the woods. You can see a
small cabin about 20 yards ahead.
If a test is failed by 40% or more, the GM may introduce confu­
sion and misunderstanding. Did the foreigner really say to get Player l stop and look at the cabin - are there any lights, smoke
knotted, or was he simply pointing out that your shoelace is or signs of habitation?
undone?

•FATE POINTS•
GM No nothing at all. Some of the windows are broken in,
and it looks deserted.

Fate Points set characters apart from the mass of the population; Player We approach the door cautiously, weapons drawn,
they are what makes an adventurer special. Each character is covered by the Elf with his bow.
allotted a number of Fate points during the generation stage, and
Fate Points may also be gained and lost as a result of divine GM You reach the door - still no signs of life. The door is
action. slightly ajar.
Fate Points are used to save a character from certain death; by ex­ Player OK- I push the door open and quickly step inside, the
pending a Fate Point, a character can live again to fight another Elf is ready with his bow.
day. For example, a character may expend a Fate Point in order tc
ignore a critical bit result (see Combat- Critical Hits) which GM Inside you see a huge mound of fur. Slowly, a sleepy
would otherwise have proved fatal - the character is knocked un­ head looks up and the creature prepares to attack - it's a
conscious rather than killed and wakes up having been left for bear!
dead, or is merely grazed by the killing blow. A character who
falls off a cliff can expend a Fate Point in order to walk away The first part of this sequence is played_ out as pure narrative
unharmed - saved by a million-to-one chance such as a bush or a
the players simply state what they are doing, and the GM tells
patch of exceptionally soft sand. them the results of their actions. Now that the party has a rather
As you can see, Fate Points are powerful things, and players annoyed bear on its hands, though, things will have to be played
should be reminded that they are precious. Once a character has through in detail as they either fight the beast or try to get away
spent a Fate Point, it is gone - Fate Points are not recovered like from it.
Wound points, and once a character has run out, he or she can
cheat death no longer. It is not necessary, or desirable, for the GM to rigidly impose
game turns on the players. It is not a good idea, for instance, to
•TIME AND MOTION• say 'It is now game tum one .... it is now game tum two.... it is
now game tum three. ...' and so on. The proper procedure is
simply to say 'It takes you roughly five minutes to reach the
As well as controlling 'the rest of the world ', the gamesmaster house', or 'You wait on the comer of the street for about a
must also keep track of game time. quarter of an hour before your friends turn up'.

72
SECTION 2: THE GAMESMASTER

•UNITS OF TIME•
G2me time is measured in two standard units:
Move
Allowance Cautious Standard Running
Game Turns: A game turn is equivalent to approximately a 1 12 24 96
minute. During a game turn, a character may accomplish what a 2 24 48 192
real person could do in similar circurmtances in a minute. Many 3 36 72 288
of the actions permitted in the rules are described as taking a 4 48 96 384
certain number of Game Tums. 5 60 120 480
6 72 144 576
Rounds: Some actions, such as closing a door, striking a blow in 7 84 168 672
combat, or speaking a few words take only a few seconds. In 8 96 192 768
some situations, that few seconds makes all the difference bet­ 9 108 216 864
ween life and death. A round is equivalent to approximately ten 10 120 240 960
seconds; so, during a round, a character may accomplish what a 11 132 264 1056
real person could do. in similar circumstances in ten seconds. 12 144 288 1152
Many of the actions permitted in the game are described as tak­ 13 156 312 1248
ing a certain number of Rounds. As you will have noticed, there 14 168 336 1344
are six rounds in a tum. 15 180 360 1440
16 192 384 1536
17 204 408 1632
Rounds are used in combat and other situations where time is of 18 216 432 1728
the essence. How to use rounds, and work out combat, is 19 228 456 1824
described in more detail later. 20 240 480 1920

•MOVING•
A creature's movement allowance determines how quickly it can
move. The rate at which a group of creatures - adventurers in­
cluded - can move will usually be governed by the speed of the Move
slowest individual. Allowance Cautious Standard Running
1 ½ 1 3½
2 1 I¾ 7¼
The following table shows you how to translate the standard 3 l¼ 2¾ 10¾
movement rate characteristic into distances and rates of 4 l¾ 3½ 14¼
movement. 5 2¼ 4½ 18
6 2¾ 5¼ 21½
Distances given below are in yards. For tabletop purposes, 7 3 6¼ 25
remember one inch is the equivalent of two yards. Note also that 8 3½ 7¼ 28¾
the movement allowance corresponds to the distance in tabletop 9 4 8 32¼
inches per round at cautious rate. 10 4½ 9 35¾
11 5 9¾ 39½
12 5¼ 10¾ 43
If youprefer to think in metric terms, you can treat the rates 13 5¾ 11¾ 46½
given 6elow as metres, which is accurate enough for our 14 6¼ 12½ 50
purposes. 15 6¾ 13½ 53¾
16 7¼ 14¼ 57¼
17 7¾ 15¼ 60¾
It is a good idea to write your cautious and standard rates onto 18 8 16 64½
your record sheet in the spaces provided. 19 8½ 17 68
20 9 18 71½
Cautious Rate: is the rate normally used for underground
Move adventures, or adventures set inside buildings. It is also the rate
Allowance Cautious Standard Running used when moving formed bodies of soldiers. In both cases, it
1 2 4 16 envisages a certain amount of standing still, communication,
2 4 8 32 hesitation, caution and other delays. In the case of the military,
3 6 12 48 the need to retain formation also prevents troops from moving
4 8 16 64 very fast.
5 10 20 80
6 12 24 96 Standard Rate: is the rate used for individual adventurers mov­
7 14 28 112 ing out in the open, along a road for instance. Charact-
8 16 32 128 ers may use this rate underground if they wish, but they will be
9 18 36 144 forever tripping over broken paving, banging their heads on
10 20 40 160 beams and getting in each other's way. The GM can make a Risk
11 22 44 176 test for characters attempting this, giving them wound damage
12 24 48 192 on each failed test (see Standard Tests).
13 26 52 208 Run Rate: is the rate used when characters want to run as quick­
14 28 56 224 ly as they can. This should be regarded as the fastest a character
15 30 60 240 can move. Running characters are very vulnerable to traps, en­
16 32 64 256 counters and accidents, .ind so this rate is reserved for emergen­
17 34 68 272 cy use. Characters using this rate underground should take a Risk
18 36 72 288 test with a -10% modifier, taking wound damage on fail results.
19 38 76 304 Characters using this rate for more than a sinlde round drop one
20 40 80 320 yard of speed for each subsequent round as tliey become more
and more breathless, until they are reduced to standard rate.

73
SECTION 2: THE GAMESMASTER

character attempting this, with a -10% modifier for running


•MOVEMENT ALLOWANCE characters.
FOR OTHER TRANSPORT•
•DIFFICULT GROUND•
Movement allowances for various forms of transport are given
below. The t2ble shows st2ndard movement rates for yards per Creatures crossing difficult ground will be slowed down.
round, yards per tum and rounded-off miles per hour Examples of difficult ground are as follows:
equivalents. Cautious movement will be at half the st2ndard rate,
and running movement will be four times the standard rate (if Woods or dense foliage
appropriate).
Steep or treacherous slopes
Fords or shallow streams
Soft sands or thick dust
Brush, scrub or clinging vegetation
Pony/Mule 7 28 168 6½ Stairs, steps and ladders
Riding Horse or Building debris, wreckage, loose rocks or boulders
Warhorse 8 32 192 7½ Marsh, bog, thick mud or sewage
Draft Horse 6 24 144 5½ Creatures crossing difficult ground do so at half-Pace. So,
5½ characters who move forty-eight yards normally would move
Cart (2 wheels) 6 24 144 only twenty-four yards. In addition, crossing difficult ground is
Wagon (4 wheels} 3 12 72 2¾ potentially dangerous in the same way as crossing an obstacle.
Characters attempting to move at more than cautious pace must
Coach ( 4 wheels) 4 16 96 3½ make a Risk iest in the same way, for every round during which
Rowing Boat 3 12 72 2¾ they move at standard or running rate, taking wound damage for
every failed roll.
Small Sailing Boat 4 16 96 3½
Commercial Barge 2 8 48 1¾
Salling Ship 5 20 120 4½ •SWIMMING•
Only characters with the Swim skill can swim, and do so at 213
the Cautious movement rate given above. No tests are required
In the case of water transport, moving with or against currents for swimming in normal circumstances, but in hazardous situa­
will alter the speed. Sailing vessels are also dependent on the tions (eg, in rough water, bands tied, etc) a Risk test is required,
wind. Add 25% to a vessel's speed if moving downstream, or which is made with a + 20% modifier.
with a heavy current. Add a further 25% for sailing vessels sail­
ing before the wind. Deduct the same amount for sailing up­
stream or against a current, or for a sailing ship beading into the Armoured characters trying to swim must make a Risk test with
wind. a -10% penalty for every point of armour worn. The GM should
judge the effects of any other encumbering items.
•OBSTACLES• Characters who cannot swim, and swimmers who fail a Risk
test, will start to drown after a period equal to their Toughness
Creatures crossing obstacles will be slowed down. The follow­ in rounds. After this period, drowning characters lose 1 Wound
ing are examples of obstacles that adventurers will come across per round. Characters reduced to O Wounds will have died.
in time, but the gamesmaster should use the basic principle in
any situation where movement should be restricted.
Opening and moving through a door or window •PARTIES AND GROUPS•
Hedges, fences and low walls - under 2 metres high
Ditches and narrow crevasses It is usual to refer to a party of adventurers. A party is any
Getting on/off a vehicle or riding animal number of adventurers who are engaged upon a mission
together, or who are travelling together towards some specific
goal, or for some specific purpose. There are no restrictions on
Crossing m obstacle loses a creature balf its total move distance' how physically close together members of a party must be at
for one round. In addition, crossing an obstacle at standard or any one time. Normally; a party travelling together forms a
running pace is potentially dangerous. Make a Risk test for each single group.
SECTION 2: THE GAMESMASTER
Occasionally, a party might split into two or more groups. They Example
might want to send scouts ahead, for eDlllple, or they might get Flushed with success at taking no damagefromJumping out of
split up or lost. When this happens, each group moves, performs afirst storey window, Clem Shirestock Is a little too careless
actions and does everything else on its own, and each group later on, and ends up falling.from afirst storey window. The
should be dealt with separately. In many situations, especially drop Is 3yan:l.s aga{n, but as be is falling ratber than Jumping,
when dealing with combat and magic, it is important to know it is treated as a drop of 6yards. A D6 ls rolled, scoring 3-
precisely who is in which group and where groups arc in rela­ 6-3=3, so Clem loses tbree wounds. Next time be should be
tion to one another. If in doubt, any separation of more than 4 more careful.
y:uds constitutes a new group.
Leaping: A leap is a horizontal jump, like a 'long jump'. It is us­
ed to move across roof tops, over chasms and that sort of thing.
•ARMOUR AND ENCUMBRANCE• Assuming there is sufficient space for a run up of at least two
Every item of armour and other equipment bas an encumbrance yards, characters may leap a distance equivalent to twice their
value. This reflects the difficulty a character would have in car­ Movement characteristic, minus D6 yards (minimum one yard).
rying the item, based on a combination of its weight and size. The following shows how this affects creatures with different
Characters can carry only a cert2in amount before they arc slow­ Move scores:
ed down. This is calculated from the character's Strength x 100
(so, characters with a Strength of 4 can carry 400 encumbrance Move Score Min/Max Leap in yards
points of equipment before they start to suffer).
2 4-D6 (Min (4-6) = I/Max (4-1) = 3 yards
For each 50 points, or parts thereof, which characters have over
and above their maximum encumbrance, they lose one from 4 8-D6 (Min (8-6) m 2/Max (8-1) = 7 yards
their movement allowance.
6 12-D6 (Min (12-6) = 6/Max (12-1) = 11 yards
The encumbrance values of all the most common items arc given
with details of cost and availability in the Consumer's Guide.
Dwarfs arc able to carry particularly heavy loads, far in excess of Where there is insufficient space for a run up, characters may
their normal Strength, due to their amazing physical constitu­ leap twice their Movement characteristic minus 2D6 yards
tion and squat powerful bodies. Dwads can carry Strength x 200 (minimum one yard). In all instances, characters with Acrobatics
points of encumbrance before they start to suffer restrictions. skill should add 2 yards to the distance of any Leap.
Horses (see the Bestiary) may carry loads equal to their A character falling to make sufficient distance to reach the other
Strength X 300. side will/all.
Encumbrance Values: Encumbrance values of equipment arc Example
given in the Consumer Guide. Characters or creatures
themselves have an encumbrance value equivalent to their Clem, already tbe hero of several roofing tile adventures, Isfac­
ed with a gap of tbree yards. His Move Is 3, which wtll allow
Strength plus Toughness multiplied by 100. him to Leap 6-D6yards. Rolltng a D6 the player scores 3.
6-3=3yards, so Clemjust made it.
•JUMPING. FALLING, LEAPING. CLIMBING•
Climb: Characters can climb most non-sheer surfaces at half
All actions of this kind arc equivalent to a full round of activity, move rate, provided they do nothing else that round. Climbing
and a character may do nothing else in the round. Many involve always involves danger and a Risk test should be taken to see if
Standard 'Jests, and the gamesmaster will need to refer to the the character slips and sustains injury. If the test is biled, the
relevant section. character Falls.
Jumping: A jump is a controlled vertical descent, landing more Sheer surfaces can only be climbed using ropes, grapples and so
or less on the feet. Characters jump on pll1'p<>se. Characters who on, or by characters with Scale Sheer Surface skill. The GM must
are pushed, or who leap into the air accidentally, are judged to decide whether a surface is sheer; in published scenarios, you
Fall notJump. will be told if this is the case.
To determine whether a jump causes accidental damage, first
decide the distance jumped 10 yards, rounding up to tlie nearest
full yard. •ROPES AND LADDERS•
Now roll a 06 and deduct the score from the distance jumped. If Ropes and non-fixed ladders, rope-ladders and improvised
the result is zero or less no damage is sustained. If the score is knotted-blanket ropes can be climbed and carefully descended
positive, then the character loses that many Wounds - irrespec­ at half normal movement rate. Two free hands will be needed at
tive of armour or toughness modifiers. Characters with all times. Fixed ladders arc climbed at the same rate, but only
Acrobatics skill should add + 2 to the die roll. one hand will be necessary. A Risk test"should be taken as for
Characters taking wound damage from a jump will drop other forms of climbing.
anything held in their hands 50% of the time. Ropes can also be descended by abseiling, at twenty yards per
Example round. In such cases, take an additional Risk test for every full
Clem Shirestockjumpsfrom afirst storey window, adjudged to ten yards of distance.
be aJump of threeyards. A D6Is tbrown scoring 4. 3 minus 4
equals-f, or no damage.
Falling: A fill is an uncontrolled descent, landing pretty much

..
by chance. Characters cannot fall on purpose, but only as a result
of an accident or being pushed.
Damage from falls is worked out in exactly the same way as
damage from jumps, except that the distance involved is treated
as double. Again, characters with Acrobatics skill should add 2 to
the die roll.
A character taking wound damage from a fall will drop anything
held in his bands 50% of the"time.

75
SECTION 2: THE GAMESMASTER
ural features at up to thirty yards distant from the torch appear as
•FLYING CREATURES• fleeting shadow. Observers more than twenty yards from the
torch can only see the bright light of the torch itself, and maybe
Flying creatures present something of a problem to the a few shadows.
gamesmaster in that their movement is, by necessity, three­
dimensional. However, � sticking to the �idelines below you Lanterns: These are a much more useful means of illumination.
should be able to cope flirty easily, and without slowing down Lanterns run on oil, and have shutters so as to avoid giving away
the game to the detriment of play. the position of the carrier. Lanterns generally hold about two
Flying creatures are divided into three different types: pints of fuel, which will bum for about five hours. Lanterns il­
luminate an area of fifteen yards radius, and structural features at
Swoopers are strong flyers who can climb and up to forty five yards away will appear as vague shadows.
dive easily. Observers more than thirty yards from the lantern will see only
the bright light of the lantern, and indistinguishable shadows.
Hoverers are relatively weak flyers, but are capable
of quite slow flight. Campflres: These illuminate an area of fifteen yards radius in
Landers are poor flyers, and are clumsy and slow the same way as a lantern.
in the air.
Lamps: These run from fuel oil, in the same way as lanterns, but
The Movement of Flying Creatures Creatures capable of the flame is exposed, as with a candle. Because of this, lamps
flight can take off or land during the round - but may then do can blow out fairly easily. They bum oil at the same rate as a
nothing else. Whilst flying, they can enter combat, use missiles lantern. A lamp illuminates an area five yards in radius, an_p
and employ magic just as they would whilst on the ground. structural features at up to fifteen yards can be seen as vague
shadows. Obs�rvers more than ten yards from the light source
Vertical Movement The height of a creature above the ground see only the flicke-ring flame of the lamp and indistinguishable
is reckoned in increments of ten yards. The vertical distance a shadows.
creature can climb or dive during its round (ten seconds) will de­
pend upon its basic type. Candles: These are made from solid wax and a combustible
wick. The flame is exposed, and can be blown out very easily. A
Swoopers can climb or dive by up to twenty yards during the candle will bum for about an hour before it is consumed. A can­
rouad. dle illuminates an area five yards in radius, and structural
Hoverers can dive up to twenty yards or climb up to ten yards features at up to fifteen yards can be seen as vague shadows.
during the round Observers more than ten yards from the light source see only the
flickering flame of the lamp and indistinguishable shadows.
Landers can climb or dive by up to ten yards during the round.

Creatures can combine climbing and diving during the round if


they wish. For example, a swooper can dive ten yards and then
•NIGHT VISION•
climb ten yards (total twenty yards vertical movement). It will
help if a record of vertical distances is kept. Some creatures, and some adventurers, have the abillty to see
even in the pitch dark. This is indicated by the character possess­
Horizontal Movement Unlike a ground-moving creature, ing the Ni2bt Vision skill. Elves and Dwarfs are especially
which can stand still, a flying creature must move, otherwise it renownedfor this, and may forego the need to have artificial
would simply drop out of the sky! The chart below gives the lights if they wish. Characters with Night Vision have eyes that
horizontal movement for flying creatures in yards per round. are sensitive to heat and low intensity light.
There are two numbers for each entry. The first is the minimum
speed the creature must move. The second is the maximum
speed the creature is permitted to move. The speed a creature is •VISION RANGES SUMMARY•
allowed to move horizontally depends whether the creature is
diving, climbing or maintaining level flight. Di9Callce from
which
Radius Structures lllamlaated
radios
Climb Dive Level cmbeoeen

Swooper 8-16 24-56 12-32 Torch 10 30 20


Hoverer 1-4 1-24 1-20 Lantern 15 45 30

t
Lander 8 28-32 8-20 Candle 5 15 10
Lamp 5 15 10
Manoeuvre: Airborne creatures can only tum by wheeling. The Camp Fire 15 45 30 .9
radius of a wbeel is always equal to halfthe total horizontal Night Vision
move distance in yards. V
Halflin�/Elf 20 20

•LIGHT AND DARKNESS• Wood Elf/Dwarf 30 30 i3


Adventures often take place in darkness; at night, for example, All lights can be seen as 'bobbing lights' over any clear, flat
or deep underground where there is no natural light. In such cir­ distance of up to a mile.
cumstances, it is important to be aware of sources of light.
Torches: These are basically flaming brands, fuelled by an oily •BUILDINGS•
rag, or flammable material of some kind. Torches can often be
improvised from wooden objects that the characters find, but On occasion, adventurers will want to hack through light walls,
preparing a torch in this fashion takes D4 minutes. Torches bum roofs or other solid constructions. The houses of the Old World
for an hour before they are consumed. A torch illuminates a cir­ are quite substantial, but many internal walls are light partitions,
cular area of ten yards radius. Within this area everything is il­ often simple plaster-work over a base of interwoven twigs. Pea­
luminated as if it were normal daylight. Walls and other struct- sant huts, out-houses and animal enclosures may be made up en-

76
SECTION 2: THE GAMESMASTER
tirely of this sort of stuff. Roofing material varies, but tiles, slates D6 hits as from a Strength 3 attack, and may also suffer damage
and thatch are all widely used. All can be bashed in or cut from falling if on an upper floor (see jumping, Falling, Leaping,
through fairly readily. Climbing).

•HACKING THROUGH WALLS• •DOORS•


Stone, brick and similar constructions cannot be hacked through W hen approaching a door, players will invariably ask for a
with weapons. Picks, mattocks or specialised 'seige' equipment description, which you can easily improvise if such details have
will be necessary to breach a wall made from these materials. not been worked out already. Once the door has been described,
Other walls may be assaulted with normal weaponry. The nor­ characters usually listen for sounds coming from the other side
mal combat procedure is used (see the Combat Section), with before they attempt to open it. In a properly planned game. you
buildings, being immobile, treated asprone targets (bits are will have already decided whether the door is latched, locked or
automatic and cause double damage). Walls have the following bolted. Otherwise you can determine this as necessary using a
Toughness values: D6.

Solid timber wall 7 1- 2 Latched


Light wood wall 6 3- 4 Locked
Wattle and daub 5 5 - 6 Bolted on the inside.
Thatch 5
Wooden floor 7 Latched Doors may be opened automatically.
Clay floor 7 Locked Doors must either be unlocked with the right key, pick­
Reed or matting floor 6 ed or broken down.
Work out damage as normal for each hit: roll a D6, add the at­ Bolted Doors must be broken down.
tacker's Strength and deduct the wall's Toughness, then double
the result. Characters will often resort to battering a door to pieces. Like
building sections, doors are hit automatically for double
damage. Doors have variable damage and toughness depending
To make a hole big enough for a man-sized character to squeeze on their construction and purpose.
through, a total of 10 damage points must be caused to a single
area of the construction. A Halfling or a character with Contor­
tionist skill can squeeze through on 5, but Dwarfs require 10. Location Toughness Damage Lock Rating
Holes of this kind would not usually endanger the construction
in any way, and the damage caused to the building is ignored. Cupboard 1 D6 D4-2x 10%

•DESTROYING BUILDINGS• Domestic Room 2 D6 D4-lx 10%


Damage to buildings should be considered for individual eight Domestic Entrance 3 2D6 D4x 10%
yard by eight yard sections of building, or eight yard sections of
wall. Damage can then be allocated to particular parts of a Strongroom
building, and, in the event of collapse, only that section will fall Dungeon Door
down. After all, an entire castle doesn't tumble down just Interconnecting Rooms 4 3D6 D4+Ix 10%
because you knock out a tower, or breach a wall.
Dungeon Door
Building sections can be worked out on the spur of the moment. Entrance from
There is no need to be exact. Most small houses can be thought Corridor 5 3D6 D4+1x 10%
of as being a sinsde section, most large houses as two. W here
houses are very large, with multiple wings, it is easiest to divide Dungeon Strong Point 6 5D6 D4+2x 10%
the wings up separately. Similarly towers should be considered
as separate sections. Fortress Gate or
Dungeon Entrance 8 6D6 D4+3xl0%
Building sections have a number of damage points, and will col­ Hatch/1rapdoor 2 D6 D4+1x 10%
lapse once this amount of damage has been caused. (Padlock)

Construct Toughness Damage


Mud/straw hut 7 15 There is often little point in working out damage to doors, ex­
cept to establish whether a character knocks down the door in
Light wooden shack 7 20 one round (thus possibly surprising any foes on the other side).
Timber building 7 30 Sooner or later a character will knock down the door, and it is
Stone/brick building 10 50 usually acceptable to simply assume that it is done.
Stone/brick wall 6 10 As soon as a door has lost half of its total damage, a hole is made
Wooden fence 6 15 that is large enough to look through, or to put an ann through. If
the door was held by a bolt, it could now be drawn by a
Improvised barricade 6 15 character brave or foolish enough to reach through.

•HOLDING DOORS SHUT•


•DAMAGE FROM FALLING BUILDINGS•
Wedges or spikes hammered into a door frame are considered to
Destroyed sections of buildings or wall sections will fall in a
direction determined by the gamesmaster, bearing in mind the
tum it into a 'spiked' door, which must be broken down to be
opened. Spiking a door in this way takes time - even if all the
materials are at hand, only a single spike per round chould be
..
damage caused and the positions of additional supporting walls driven home by each character and at least four spikes are need­
or structures. Any characters inside a collapsing building receive
ed to be effective.

77
BL
NFI.LSVWS'flWVD FIH.L :z NOI.DHS
SECTION 2: THE GAMESMASTER
Doors can be physically held shut against an opponent (the add 10% to their dice roll; again there can also be a -20%
gamesmaster should impose a logical limit on the number of modifier if the trap was set by someone with Set nap skill.
characters who can hold a door, according to its size). Whether
the door remains shut or not depends on the combined Characters with Spot Trap skill can spot a booby-trap after a suc­
Strengths of each side. The side with the highest combined cessful Search test. Unlike larger traps, booby-traps can be
Strength will succeed in either keeping the door closed or open­ disarmed by characters who make a successful Dexterity test.
ing it as they wish.
If broken down whilst being held, damage will be caused to the
holding characters. This will be equivalent to a hit from a normal •SUMMARY OF TRAPS•
combat weapon wielded by the assaulting creatures, at their
Strength rating. Each character holding the door takes one such Characters moving at the Cautious Rate avoid activating a trap
hit when it is destroyed. following a successful Initiative test.
Characters moving at the Standard Rate avoid activating a trap
•MOVING THROUGH DOORS• following a successful Initiative test with a -10% modifier.

Opening an unlocked door and moving through it loses Characters moving at the Running Rate avoid activating a trap
characters the equivalent of half of their Move allowance in following a successful Initiative test with a -20% modifier.
y2tds. Booby-traps can be avoided following a successful Initiative test,
or disarmed by characters with Spot Thlp skill following a suc­
•SECRET DOORS AND PANELS• cessful Dexterity test.

Doors and panels can be disguised to look like ordinary wall sec­ Spot 'Irap skill adds a + 10% modifier to tests to avoid traps.
tions, or hidden in cupboards or other pieces of furniture. These -20% modifiers apply if the trap was set by a character with Set
are undetectable to the casual observer, and can only be un­


covered by a successful search (see Standards Tests - Search). Thlps skill.
Secret safes or cupboards usually have locks.
• TYPICAL TRIGGERS•
Here are a few examples of ways in which traps can be activated:
Door: A simple catch or switch activates the trap as the door,
•TRAPS•
hatch, etc, is opened.
Procedures: A set of procedures must be gone through in
order to avoid setting off the trap. Such as: 1 - pull the lever on
Many of the places where your adventurers will go may be laced the left, 2 - pull the lever on the right. Pulling them in the right
with traps to deter (or kill) would-be thieves, spies and assassins. order opens the door (or whatever), and pulling them in the
naps may be triggered in a number of ways, and may have wrong order activates the trap.
various effects; a few examples are given in the next few topics, Sound: Any average/loud noise within a few yards will operate
but many gamesmasters will prefer to invent their own death­ the trap - a sort of avalanche effect.
dealing devices. Inventing traps is part of the fun of being a GM.
Use traps with care, though - the fun can go out of the game very Stone slab: A simple pressure-plate, or a moving stone slab
quickly if the adventurers are constantly being wiped out by a cleverly balanced to act as a trigger.
sucession of fiendish traps. nip-wire: A simple trip-wire across a corridor.
Weight: In effect a whole room or corridor which acts like a
•ACTIVATING A TRAP• stone slab. The combined weight of two, three or more creatures
sets off the trap.
naps can be activated in several ways. Characters treading on a
pressure plate, pulling a disguised lever, etc, may activate the
trap.
However, the gamesmaster should assume that characters are be­
ing reasonably careful. So long as they are moving no faster than
cautious rate, they can avoid the effects of a trap by making a
successful Initiative test. Characters moving at standard rate have
a -10% modifier on this test, while the penalty rises to 20% for
characters who are running.
Characters with Spot lrap skill may modify the test by + 10% .
There can also be a -20% modifier if the trap was set by so­
meone with Set lrap skill.

•BOOBY-fRAPS•
Booby-traps are small-scale traps, usually connected to chest
lids, locks, clasps, handles, etc. Common devices include
poisoned spikes or darts, contact poisons applied to handles, or
poisonous gases made to billow forth as a lid is opened.
Booby-traps can be avoided by a successful Initiative test, if the
character is reasonably careful (otherwise, the GM may impose a
-10% or even a -20% modified). Characters with Spot 'Irap skill

79
SECTION 2: THE GAMESMASTER

•TYPICAL TRAPS• Flammable targets receive additional damage automatically. An


extra D4 points of damage should be added to the damage caus­
ed before modifying for Toughness or armour. So, a flammable
Animal Thlp: An animal trap is like a mantrap, but smaller and target attacked by a fire ball receives 204 damage before any
lighter. The jaws cause D6 damage as from a Strength 3 attack, modifiers are applied. H the second dice scores a 4, there is the
on the victim's legs only. normal additional damage.
Blocks: P.issageways or doors are suddenly blocked by falling
stone slabs, iron bars, sliding W2lls, etc.
Ceiling lowers: Whole or part of the ceiling lowers and will •SETTING FIRE TO THINGS•
crush anyone underneath within D6 rounds.
Only a flammable target can actually be ignited, so that it will
Chute: A chute opens widerfoot like a pit, and leads to new continue to bum. To accomplish this, the target must receive
parts of an underground complex. Anyone falling down a chute five damage points from fire during the round, or over con­
may lose some or all of their equipment at the same time. secutive rowids. So, four points caused in round 1, none in
round 2, and three in rowid 3 will not succeed.
Dead.fall: A block falls from the ceiling. Unless avoided, the
block causes damage as from a Strength 4 attack.
Once ignited, a flammable target will continue to bum, taking a
Gas: Deadly gas billows out, flooding a 2 yard radius from the further 2D4 points of damage per rowid thereafter. Fires will
trap, and sp,-eading at the rate of 1 yard per round for D4 rounds. bum until the object is completely destroyed, or until it is put


Poisonous gas causes D4 wounds irrespective of Toughness out by some means.
modifiers, while other gases might blind for D6 game turns, or
cause unconsciousness. Gases can also cause victims to receive
insanity points, increasing their chances of acquiring mental
disorders.
Mantrap: The jaws of a mantrap cause damage as from a
Strength 6 attack on the victim's leg, and will probably cause in­
jury in addition.

Missile: An arrow, spear or dart is poised to fire as soon as the •BURNING OIL•
trap is activated. Unless avoided, the missile causes damage as
from a Strength 3 attack. Burning oil sticks to skin and clothing and is very difficult to put
Pendulum: A swinging axe causes damage as from a Strength 4 out. To burning oil everytbtng and everybody is a flammable
target - including people! Characters or creatures hit by burning
attack. oil suffer 204 points of damage, and will be ignited if they take 5
or more damage.
Pit: The floor opens up revealing a pit five yards deep. Such
pits can have spikes, in which case roll again to avoid the spikes,
or take damage as from a Strength 3 attack in addition to falling To make Molotov Cocktails, bottles or flasks of oil must be fitted
damage. with a rag wick, and count as improvised weapons. They burst
into flame only 50 % of the time, and attempting to throw one
necessitates a Risk test. A f.liled test means that the contents of
•FIRE• the bottle or flask end up all over the thrower, with the usual
50% chance of it igniting. Characters carelessly soaked in in­
flammable oils and spirits count as flammable targets to all fire
Fire causes damage in the same W2Y as hits from weapons. Fire is damage.
considered to be at Strength 3, but a D4 is rolled for damage,
rather than a D6. Armour and magical Aura spells have normal
effects. Where fire is all-engulfing, assume the least-protected
area is hit. Damage from fire can cause additional damage on the •PUTTING FIRES OUT•
dice roll of a 4; instead of re-rolling to hit just take it as a 10%
chance. D4 points of damage are caused, re-rolling on scores of a Burning targets take 2D4 damage every round. The only way to
4 and adding the total until a dice roll of less than 4 is scored. put the fire out is to reduce this to zero. Ha burning character
has complete armour, then there is a small chance this will hap­
EX21Dple pen naturally.
Clem Shlrestoc.t Is hitbya maglcalftre ball causingD4
damage. T/Jls Is determinedto be on his body. 71Je dice turns up
a 4 - maximum damage. This means there Is a 10% chance of Otherwise, the amount of damage can only be reduced by
additionaldamage. The DIOOscore Is 07- so a.further04 beating (-1 point), by another character beating (-1 per
points ofdamage are taRen. This time the04turns up a 3. 4 + character), by dowsing with water (-1 point per bucket) or total
3 ls 7damage, minus 2 pointsfar body armourma.ting a total immersion in water (automatic). Burning characters may do
of5 damagepoints caused. Ifthe seconddice had also turned nothing else except attempt to extinguish flames.
up a 4more damage would/Jave been causetl,farexample 4 +
•POISON. DISEASE AND INSANITY•
4 + 3 - total II minus armourandshieldas beji:Jm

•FLAMMABLE TARGETS• T he following three topics provide some background rules for
coping with three difficult areas of gaming. Each must be handl­
Some creatures and structures are considered to be flammable ed carefully, for they can have a powerful and unsettling effect
targets because they are composed of dry, combustible material. upon the game. Poisons, in particular, can be used to the exclu­
Also, characters will often want to ignite things like hay-stacks, sion of all else, and this can spoil many gaming sessions. The
fields, woods, houses, etc. The gamesmaster must decide gamesmaster must find w:iys to limit the occasions in which
whether targets are flammable. This may vary according to cir­ players use poison; usually, the best way is to remind them that if
cumstances - it might have been raining solidly for days, or it their characters are going to use poison all the time, so will cer­
might be the middle of a drought. tain unpleasant NPCs....

80
SECTION 2: THE GAMESMASTER

•POISONS• tim has a chance of noticing that something is amiss; this is bas­
ed on the size of the serving, which in tum affects the
There are three different classes of poisons - toxins, delirlants concentration of the poison and therefore the strength of any
and antmal venoms. These arc very distinct categories and tell-tale flavour. These chances are:
work in different ways. Within each class there are several types
of poison'. Goblet 15%
Toxins: These are usually derived from vegetable components. Tumbler or small dish 10%
There are a number of sub-categories, each generally affecting llmkard or large dish 05%
only a particular group of creatures. Their effect is to disable or The check is made secretly by the GM.
kill.
These percentages are based on one dose of poison; for each ad­
Dclcriants: These are also vegetable-based; they produce ditional dose in a serving, add a similar percentage (so that the
hallucinations, and in some cases insanity. base chance of spotting two doses of poison in a tankard is 10%,
for three doses 15%, and so on). This percentage is then averag­
Animal Venoms: These are derived, as might be expected, from ed with the victim's Intelligence, and a test made against the
venomous animals. Their effect is to disable or kill. resulting number, modified by skills such as Brewing or Cook. If
the test is passed, the victim notices that something is wrong
with the food or drink, and can stop consuming it before taking
•OIJl'AINING POISONS• in enough poison to do any damage. If the test is failed, the vic­
tim fails to notice the poison, and consumes the full dose.
Characters may obtain poisons (as long as the gamesmaster
agrees they are available) as given in the Consumer Gutde. Occa­ Blade Venom: This is prepared in the normal way, but must
sionally local laws may prohibit the sale of a particular poison, then be distilled down to a resinous paste. This process takes an
but in many cases they are freely available. Bought poisons may additional day, and is rather wasteful, requiring two doses of
not be at maximum strength, since they deteriorate quickly. poison to produce one dose of blade venom. At the GM's op­
tion, a character who has access to a fully-equipped al­
chemist's or pharmacists's laboratory may be able to reduce the
•MANUFACTURING POISONS• waste, producing two doses of blade venom from three of raw
poison.
Characters with Prepare Poison skill may manufacture poisons.
This generally takes place between adventures, but under special
circumstances the gamesmaster may permit a character to manu­ One dose of blade venom can be used to poison one edged or
facture poison during the course of a game. It is, however, a long pointed weapon. This must be no larger than a shortsword.
and complicated process, and the GM should make sure that the W hen the weapon next wounds a creature, the poison enters
character takes sufficient time to do it. Before starting to manu­ his/her/its system. Blade venom is only good for one blow, and
facture poison, characters must: becomes useless if it is not used within D4 hours of application.
Find Premises - A room at an inn will probably do; the
characters should, however, be careful about letting the landlord
know what is going on. •POISON TESTS•
Find Equipment - The characters must have some basic equip­ As stated in Standard Tests, the victim is permitted a test based
ment, such as a small hand balance, a pestle and mortar, a on Toughness x 10 in order to resist the effects of any poison. If
burner, flasks and bottles. the test is passed, the poison has no effect, and if it is failed, the
poison has full effect. Optionally, the gamesmaster may decide
Find Materials - Ingredients for poisons are rare, and you that some poisons are more powerful than others, introducing
may decide that characters may only obt2in them at ccrt2in modifiers to the test; in the case of the most powerful poisons,
places (eg, where it is stated in a published adventure.) the victim might suffer some minor effect even if the test is suc­
Alternatively, they might be purchased from an NPC cessful. W here multiple doses are involved, the victim may test
Pharmacist or Alchetnist - poisons each require D4 + 1 once for each, each successful test negating one dose.
Ingredients, which are all Rare, and costs 3D10 Shillings
per dose.
These basic preparations will take time - at least a day in a
wge town or city and longer in a smaller town where some •THE EFFECTS OF POISONS•
of the necessary it.ems may not be available. Provided that
these preparations are successful, a charact.cr may prepare Toxins: Each toxin only affects a certain race or group of races,
poison thereafter, at the rate of one dose per day. as shown below:
Toxin Affects
•ADMINISTERING POISONS•
Manbane Humans, Dwarfs, Halflings, Gnomes
Once a poison has been prepared or otherwise obtained, the Elfbane Elves
next st.cp is to administer it to the intended victim. Since most of Blackroot Ores, Goblins, Hobgoblins, Snotlings
the poisons used in the Old World have a liquid base, the two 'lrollbane Ogres, 'Irolls, Giants, 'freemen
most common methods will be to add the poison to the victim's Lizardbane Reptiles
food and/or drink, or to introduce it via a wound. These Demonbane Demons
methods require two slightly different forms of poison, which lhlefoil Weres in animal form
are called addtttve poisons and blade venoms. Beastbane Most animals and monsters
Graveroot Undead
Additive Poison: This can be given to a victim in a number of
ways: as well as sneaking it into food or drink, more enterprising Toxins may affect creatures of other races, although these effects
characters might attempt to persuade the victim that it is in fact a will rarely be more than stomach cramps and nausea. This is left
patent cure or magic potion. to the gamesmaster's discretion. The effect of a toxin on the
target group depends on how many doses the victim has
When consuming food or drink that has been poisoned, the vie- received:

81
SECTION 2: THE GAMESMASTER

Tonn ldosc 2doscs 3doscs 4doses to poison aguest'sfood, rifle tbe body antidispose ofIt in a
sewer wbicb runs beneath theyard, leading to a river.
Mmbanc Unconscious f"mlysed Dc2d Dcad
Eltbane Par.ilyscd Dead Dead Dead
Bbckroot Unconscious P2ralyscd Dead Dc2.d Clem orders a large meal, which is laced with no less than four
Th>llbane Drowsy Unconscious Uncomcious Dc2d doses of Manbane. He tbus bas a 20% base chance of noticing
Lizanlbme Unconscious Dcad Dc1d that the meal is poisoned; averaged with bis Intelligence of 32,
Drowsy this gives him a percentage chance of 26%. Clem rolls 40, and
Demonbane Repelled Repelled Pmlyscd Dead consumes the meal with gusto, blissfully unaware that there is
1hiefoil Repelled Revert Revert Revert
Dc2d Dead anything wrong with It.
lle2stbane Drowsy Par.ilyscd
Gmcroot Repelled Destroyed Destroyed Destroyed
Now be must make a test to avoid tbe effects of each of the four
Deleriants: These affect most humanoid races, and are also ef­ doses. His Toughness of 3 gives him a base saving throw of
fective against most domestic and wild animals. They will not 30%, and since be does not have Immunity to Polson skill, this
affect mindless or magical creatures such as Undead or Demons. is unmodified. Clem's player rolls 15, 84, 52, and 17 - two suc­
cesses and two fallures. 1bls means that Clem is only affected
All deleriants have a mild hallucinogenic effect. Each dose re­ by two doses of Manbane.
quires the creature to make a Will Power test; if this is failed the
creature must take D6 Insanity Points. Other effects of deleriants Referring to the toxin effects chart above, the GM notes that
are as follows: Clem is paralysed rather than killed; the robbers fail to notice
Ddcriant 1 close 2doses 3 closes 4doses this as be slumps over bis dish, and they rob bim and dump
Bbc.klotus Drowsy Unconscious Pmlyscd Dead him down the drain as is their wont. The GM rolls a DB, scor­
Nightshade Drowsy Dc2.d Dead Dead ing 5, then adds 4 and subtracts Clem's Toughness of 3, giving
Adder Root Drowsy Pmlyscd Dead Dc2.d afinal result of 6 - Clem will be paralysed for 6 hours.
Madmm'scap Drowsy Drowsy Drowsy Unconscious
Oxlcaf Drowsy Pmlyscd Pmlyscd Pmlyscd IfClem suroives aJourney through the sewer and down the
river in bisparalysed condition, be will still be drowsyfor
Animal Venoms: These affect all non-magical creatures. They another D6hours, and the GM will have to decide what hap­
are similar to toxins, but frequently stronger, although they pens to him in that time -be may be attacked by rats, found by
generally deteriorate more quickly once taken from the animal a Watchman, or any of a dozen other things. Clem's player
which produces them. swears he'll never eat at that inn again, and crosses bisfingers
as tbe GM reaches for the dice. ..
Venom 1 dose 2 doses
Scorpion Drowsy Dead
Snake
Spider
Dead
Paralysed
Dead
Dead •DISEASE•
Only the strongest and deadliest venom in each species-group is The Old World is a fairly unsanitary place; the science of
covered here - animal venom can vary tremendously in potency, medicine is in its infancy, and few communities are so enlighten­
and you should feel free to reduce the effects as you see fit. ed as to have taken any worthwhile public health measures. Rats
are more numerous as people in most towns, and other sources
of disease are polluted war.er supplies, open sewers and badly
•EXPLANATION OF EFFECTS• preserved food. Occasionally terrible plagues and epidemics can
sweep across whole areas, but the main risk of infection for
adventurers comes from bites and other wounds.
Dead - this is self-explanatory.
Destroyed - the creature crumbles to dust.
Drowsy - the creature is conscious, but groggy and disoriented. •CONTRACTING DISEASE•
All percentage characteristics are reduced by 10 for a number of
hours equal to 08+4, minus the character's Toughness. The conditions for contracting a particular disease are given in
the description. When characters have a chance of contracting a
Paralysed - the creature is paralysed for a number of hours disease, they make a Disease test (see Standard Tests), including
equal to D8+4, minus its Toughness, and cannot be woken by any modifiers given in the disease description. If the test is suc­
normal means. Once over the effects of the paralysation, the cessful, the character does not contract the disease; if not, the
creature is still Drowsy for a further D6 hours. disease takes hold, and the character suffers the symptoms given
Repelled - the creature must move away from the source of the in the description.
poison on the next round. At the GM's option, a Will Power test
may be required to approach the source of the poison again.
Revert - the crcllture resumes its normal human form, and must •COMMON DISEASE•
make a Will Power test to change form again.
A few of the more common diseases encountered in the Old
Unconscious - the creature is unconscious for a number of World are detailed here, together with their effects and the pro­
hours equal to D8+4, minus its Toughness, but can be awoken cedures for dealing with them in the game. The games-
by normal means. Once awake, the creature is still Drowsy for a master can create more diseases if desired, following the general
further D6 hours. pattern of these examples.

Black Plague: This disease is spread by rats; the organism that


•RECOVERING FROM POISON• causes it infects fleas which feed on the rats, and the disease is
passed on when these fleas bite people. Unfortunately, nobody
Characters who are not killed outright by a poison will recover in the Old 'ffl>rld knows this. The opinion of medical science is
over a period of time. The base recovery time is given in the ex­ that the disease is caused by 'unwholesome vapours' carried on
planation of effects; this may be varied at the GM's discretion to the air, and the standard precaution is to qoist a side of beef up a
take into account the strength of the poison and the sac and flagpole and leave it there for t wo days, then take it down and
general health of the victim. bury it in a deep pit, together with the 'unwholesome vapours'.
Not surprisingly, these measures do nothing to halt the spread of
Eiample the plague, and it can decimate whole countries. Fortunately,
Clem Sblrestocll visits an Inn wbicb, ummown to /Jim, Is tbe the Black Plague is very rare; the last known outbreak anywhere
base ofa gang ofcut-throats. Their normalmodus operandi Is in the Old World was almost a century ago.

82
SECTION 2: THE GAMESMASTER

A character exposed to the Black Plague must make a Disease over time, lead to rather odd chmcter traits. These traits may
test. Ifthis is successful, the character is unaffected and further manifest themselves as neuroses of various kinds, more severe
rolls against the same disease are made at + 10%. If the roll is un­ mental illnesses, drug or alcohol dependency, or a total inablity
successful, the plague takes a bold on the character. to cope.
After an incubation period of 2D10 days, the Plague victims will To start with, gamesmasters have enough on their hands without
begin to suffer from nausea, diaborrca and vomiting, and will be needing the added complications of enforcing these factors on
completely unable to keep any fqod down. This has an their players. The players, too, will need to establish what is the
understandably wearing effect on the constitution, and the game norm before they will be able to go off into the abnormal.
character must make a test on each characteristic in tum every These Insanity rules are therefore recommended only for more
day (except Move, Wounds and Attacks), losing 1 point or 10 % experienced gamers.
as appropriate for every failed test. If Strength and Toughness
reach :t.ero, the character dies. •GAINING INSANITY POINTS•
The disease lasts for 2D 10 days, after which surviving charac­
ters will begin to recover lost characteristic points at the rate of 1 Insanity points are gained as follows:-
point or 10% every two days of complete bed rest; attendance
by a character skilled in medicine will reduce the recovery time Critical Hits: One point is gained each time a character is forc­
as for wounds (see MedtcalAttentton in the Combat Section). ed to roll on the Crlttcal Hits Table. The point remains once any
At the start of the recovery period, however, they must make resulting injuries are healed, and it is possible for a character to
two 50% Risk tests; ifthe first one is failed, the character loses gain a great many points in this way.
D3 Strengthpermanently, and if the second test is failed, the 'Icrror: 1 point is gained every time the character fails a
character loses D3 Toughness permanently. 'Ierror lest.
Red Pox: The red pox can only be transmitted by contact with D elerlants: Insanity points may be gained as a result of using
someone who already bas the disease. Characters who have bad delerlant potsons - see Poisons.
contact with a carrier of the disease must make a Disease test Other: Points may also be gained at the GM's discretion for any
with a modifier of -10%. experiem;e of a particularly horrible or disturbing kind - suffer­
If the test is failed, the character will break out in red blotches ing torture, for example, or encounters with particularly vile
D10 days later. The blotches last for 2D10 days, and during this creatures of Chaos.
period the character loses 1 point each from Strength and The GM should decide how many insanity points are at stake,
Toughness and D10%Will Power, as well as 3D10% Leadership, and impose a Cool test . Ifthe test is passed, no insanity points
Cool and Fellowship. Once the disease bas run its course, all are incurred, but if the test is failed, the character gains the
characteristics will return to normal except for Fellowship, from number of insanity points decided upon by the GM. There are
which Dl0% will be lost permanently owing to scars left by the several ways in which this can be done:
spots.
A set number of points (1, 2, 3, ctc).
Tomb Rot: This disease is sometimes carried by mummies,
zombies and other undead creatures - see the relevant entries in A number determined by the result of the Cool test (eg, 1 point
the Bestiary for precise details. Any character who is wounded for each whole 10 points by which the test is failed).
by an undead creature carrying the disease must make a Disease A random number (eg, D4, D6).
test after the fight, with a -5 % modifier for every �und point
lost fighting the creature. Note that insanity points caused by encounters with gods and
demons are covered in the rules on Terror - if the character
If the test is failed, the character is infested with the rot, and passes the resulting 'Ierror test, no extra insanity points are in­
must make a similar test every day or lose 1 point of Toughness curred.
and 10% each from Dexterity and Fellowship. Once the rot has
set In, it can only be removed by the Cure Illness skill or by
magical means. Characteristic points are lost permanently, and •THE RESULT OF GAINING INSANITY
can only be regained by subsequent advance schemes. POINTS•
Wound Infection: Some animals have a chance of carrying in­
fection. Full details are given in the Bestiary. A character who is Characters with 6 or more insanity points must make a Cool test
wounded by an attack which may cause infected wounds must immediately; characters with less than 6 points need not test. If
make a Disease test with a-5% modifier for each �und point the test is passed, there is no immediate effect, although the in­
lost fighting the creature. sanity point total remains the same, and the character must make
If the test is failed, the wound is infected. The area struck this test again the next time additional Insanity points are gain­
becomes swollen and inflamed over a period of D4 hours, dur­ ed. If the first or any subsequent test is failed, the character
ing which time the character loses 3D10% Dexterity. Wound develops a disorder but loses 6 insanity points.
points from an infected wound are recovered at only half the
normal rate, although medical attention will shorten recovery •DISORDERS•
times as normal. Howevei; the character must make a successful
Toughness test or lose one Wound point permanently; if91-00 is A character who fails the test outlined above becomes afflic-


rolled, one �und point is lost from each wound caused by the ted by a disorder. W herever appropriate, the gamesmaster
attack. should choose an appropriate disorder from the list below. For
example, a character whose illness was brought on by being tor­
tured by a band of Ores might develop a Fear of Ores, while a
character who had developed a disorder through excessive use
of a delerlantpoison may become Addicted to the drug. When it
is not possible to pick an appropriate disorder, the GM should
roll a Dl00 and select the entry from the list below:
01-02 Agoraphobia
•INSANITY• 03-10 Alcoholism
11-12 Alignment Change
Insanity is an option open to gamesmasters which enables the 13-14 Amnesia
players to further develop the personalities of their charact- 15-16 Animosity
ers. The idea is to simulate the stresses and mental trauma suf­ 17-18 Anorexia
fered by characters during their adventures, stresses which may, 19-21 Cla:ustrophobia
SECTION 2: THE GAMESMASTER

22-23 Catatonia career class (04: 1 =Warrior, 2 = Ranger, 3 = Rogue,


24-25 Dementia 4 =Academic)
26-27 Depression 81-90 All friendly characters
28-30 Drug Addiction 91-00 A particular person, group or religion, decided by the
31-33 FC21" of Darkness GM.

-• -
34-37 Frenzy
38-40 Gluttony See Standard Tests for the effects of Animosity.
41-42 Hatred
43-44 Heroic Idiocy
45-46 Introversion
47-50 Kleptomania
51-54 Manic
55-57 Manic Depression
58-61 Meaa}omania
62-64 Patliological Lying Anorexia - fear of food. The characters become revolted by the
65-73 Phobia thought of food, and stop eating. When they do eat, they usually
7-4-75 Schizophrenia do so uncontrollably, excessively and in private. After eating,
76-00 A Minor Disorder they will often make themselves ill, out of a feeling of guilt.
Anorexia leads to rapid weight loss, and although the characters
Agoraphobia - fear of open spaces. Whenever afflicted may become unhealthily thin and wasted, they will still believe
characters are out of doors, their Cool is halved. The games­ themselves to be grotesquely fat. In a game, such characters must
master may modify this according to circumstances; the pass a Will Power test after eating, or 6e unable to keep the food
character would probably be less nervous in a dense wood than down. The result is extremely unpleasant to watch, and,
on an open plain. needless to say, a breach of most forms of etiquette. The afflic­
tion also takes its toll on the character's health:
Alcoholism - dependency on the demon drink. Characters may
try to drown their sorrows, but they seem to have learned how After one month the character loses one Wound point.
to swim. They become addicted to alcohol, and whenever there
is an opportunity to drink anything alcoholic, they must pass a After two months the character loses a further Wound point and
Will Power test in order to resist the temptation. If the test is fail­ one point of Strength.
ed, the chancter will keep going until the drink runs out or until
a Will Power test is passed. Each drink reduces the character's After three months the character loses one point of Toughness.
Will Power by 5 (along with all other percentage characteristics),
so it becomes increasingly difficult to resist another drink. There are no further effects beyond this. Lost characteristic
points are recovered within a month of the affliction being
Alignment Change - a dramatic personality change. The cured.
character's personality changes radically, so that alignment is af­
fected. Consider the five alignments in a line, running Law­ Catatonia - complete withdrawal. Whenever characters with
Good-Neutral-Evil-Chaos. Roll a 06: this affliction fail a Fear or 'Ierror test, they automatically go into
1-3 Alignment moves one step towards Law catatonic withdrawal, regardless of their current insanity point
4-6 Alignment moves one step towards Chaos total.
Note that Lawful characters can only move towards Chaos, and On failing a Fear test, they become robbed of the power of
vice-versa. The GM should make sure that the player keeps to the speech for D6 hours, and will not acknowledge the presence of
new personality of the character, docking experience points if any other creature.
necessary.
On failing a Terror test, they remain frozen to the spot for D6
hours curled up into a tight ball.
Claustrophobia - fear of confined spaces. The precise defini­
tion of a confined space is left to the GM, but generally
anywhere with a ceiling less than 7 feet high, any corridor less
Amnesia - memory loss. Characters cannot remember any­ that 3 feet wide or any room less than 5 feet square will cause
thing that happened before the disorder to�k hold. Memory loss the character's Cool to be temporarily halved.
is total - they forget their name, life history, and any spells. Skills
are not forgotten, but the character will not realise that they are
available unless reminded by another character.
To overcome amnesia, characters are allowed to make an In­
telligence test once per month - at the GM's discretion, a further
test might be made after any traumatic experience, such as a
blow on the head. When the test is passed, the character can Dementia - general mental enfeeblement. This causes
recall everything except the events which led to the affliction. characters to become prone to incoherent mumbling, para­
The character may, if the player wishes, make further monthly noia and fear. Each time the character takes any kind of
Intelligence tests to recall these events, but will gain one insanity psychological test (ie, tests against Leadership, Intelligence,
point for each failed attempt. Cool, Will Power or Fellowship), the GM should first impose a
Will Power test. If this test is failed, the character does not take
During a period of amnesia, a character is allowed to spend ex­ the psychological test, but suffers the following tempor-
perience points to re-learn forgotten spells. When the memory ary effects:
returns, however, these experience points will have been Amnesia (see above)
wasted. All percentage characteristics drop to 10
The character becomes subject to stupidity
Animosity - unreasoning hatred. The character suffers Animosi­ The character begins to babble incoherently, and is unable
ty against: to stop.
01-15 The opposite sex of his/her own race Demented characters may make a Will Power test every 10
16-75 A friendly race selected by the gamesmaster minutes or so (based on their reduced score), and revert to nor­
76-80 Characters of friendly races but of a specific current mal as soon as the test is passed.

84
SECTION 2: THE GAMESMASTER

Depression - deep pessimism. Depressed characters refuse to The rules for Hatred arc covered in Standard Tests.
see any good, value or hope in anything. Any attempts to cheer
them up arc doomed to ihllurc, and they lose 2D6 Fellowship Heroic Idiocy - insensitivity to danger. Characters with this
points. problem ignore the results of any Fear tests. 'Ierror tests should
still be taken; the character will never become terrified, but will
Drug Addiction - dcliriant dependency. Addicts become gain insanity points from failed tests in the normal way.
dependant on a delerlant poison, and must make a Will Power
test every day in order to resist the craving. If the test is ihllcd, Introversion - self-centredness. Introverted characters lose in­
they will do everything in their power to obtain the drug, and terest in the outside world. They lose 2D6 Fellowship and must
take it immediately. They must make anot' .er Will Power test make a Will Power test in order to make any form of com­
once the effects have finished in order to resist taking another munication.
dose immediately.
Kleptomania - compulsive stealing. Such characters arc filled
Characters who 1hll a Will Power test when the drug is not with an irresistible urge to steal, often regardless of the value or
available suffer penalties of 10% to Leadership, Intelligence, usefulness of the object or the risks involved. Every time they
Cool, Will Power and Fellowship, until they can t2lre a single have an opportunity to steal, a Will Power test must be made to
dose of the drug. One dose will restore the character's profile to resist the temptation. TheGM should modify the test according
normal during the drug's normal period of effect (sec Recover­ to the circumstances: for example, the test might be made
lngfrom Poisons). If a second dose is wcen during this time, it against twice Will Power to resist stealing a bag of nuts from a
has no effect on the profile, but the character suffers the normal crowded shop, or against half Will Power to resist stealing a gem
effects of the drug, as well as running the risk of gaining addi­ from an idol in a deserted temple.
tional insanity points.
Manic - hyper-tension. Manic characters become tense, wild­
eyed and over-active, gaining 2D6 Initiative but losing D6
Fellowship.

Manic Depressive - fluctuating emotions. Characters veer wild­


When characters develop an addiction through excessive use of ly between euphoria and despair. At the start of an adventure,
deleriants, the addiction will be to the drug ( or one of the drugs) and every 2 to 3 hours thereafter, the player should roll a D6. On
they have been using. Where it is necessary to determine an ad­ a score of 1-3, the character is manic, while on a score of 4-6 the
diction randomly, use the following chart: character is subject to depression. The die should also be rolled
every time the character tests against Leadership, Intelligence,
01-20 Adder-root Cool, Will Power or Fellowship, whether or not the test is suc­
21-40 Black Lotus cessful.
41-60 Madman's Cap
61-80 Night Shade Megalomania - inflated ego. Megalomaniacs become filled with
81-00 O:xleaf an inflated sense of their own importance and an insatiable lust
for power. They will seek to be the leader of any gr-.lup, and will
Scotophobia - fear of darkness. In total darkness, the go to extreme lengths to gain any position of authority, however
character's Cool is reduced to a quarter of its normal level. In mean. They become subject to animosity against any character
semi-darkness, such as in moonlight and underground by who challenges their authority or refuses to obey without ques­
torchlight, it is halved. tion (see Standard Tests).
Frenzy - loss of control. The character becomes subfcct to Fren­
zy (sec Standard 'Jests).
Gluttony - excessive eating. These characters develop an in­
satiable appetite. If they have an opportunity to cat during the
course ofa game, a Will Power test must be made. If the test is
failed, they will eat until there is no food left. In the long term,
this can have an effect on the character's profile:
After 1 month the character gains 1 Wound point, but loses
D6 Initiative
After 2 months the character gains a further Wound point and
1 point of Toughness, but loses another D6 In­
itiative and 1 point of Movement

---
After 3 months the character gains another Wound point and
1 point of Strength, but loses another D6 In­
itiative and another point of Movement.
There arc no further effects beyond this. The profile returns to
normal within a month of the affliction being cured.
Hatred - irrational loathing. The character becomes subject to
hatred against:
01-15 The opposite sex of his/her own race
16-75 A race selected by the gamesmastcr
76-80 Characters of friendly races but of a specific current
career (D4: 1 =Warrior, 2 = Ranger, 3 = Rogue,
4=Acadcmlc)
81-90 A specific type of animal or pet (usually harmless)
91-00 A particular person, group or religion specified by
thcGM.

85
SECTION 2: THE GAMESMASTER

Pathological Lying - irulbility to tell the truth. Such characters Minor Disorders. These can be regarded as the side-effects of
are quite simply urulble to tell the truth, no matter how simple mental trauma. They have a less serious effect on the character
or self-evident; they would even argue that day is dark and night than the disorders described above. Where it is not possible to
is light. Afflicted characters will lie about everything - this has no choose a minor disorder; roll a Dl00:
effect on their character profile or abilities, but should be role­
played as much as possible. The GM should impose experience 01-09 Absent-Mindedness. These characters lose con­
point penalties against a pathological liar who tells the truth, centration quickly, and can never remember where
regardless of the circumstances. things are. They may move or take up during a
round (see Tbe Order Within tbe Round in the
Combat Section) but may never do both.

10-18 Allergy. Such characters are allergic to some


substance, eg, a particular food, animal hair or dust.
The nature of the allergic reaction will vary accor­
Phobia - irrational fear. These characters become subject tofear dingly, ranging from a rash to uncontrollable sneez­
against: ing or being violently ill. Dwarfs never suffer from
allergies; if the dice indicate that a Dwarf character
01-15 The opposite sex of his/her own race has an allergy, roll again for another minor disorder.
16-75 A race selected by the gamesmaster
76-80 Characters of friendly races but of a specific current 19-27 Biting Fingernails. This disorder is self­
career (04: 1 =Warrior, 2 .. Ranger, 3 =Rogue, explanatory. It is not harmful, although it may of­
4=Academic) fend some characters.
81-90 A specific type of animal, pet or plant (usually
harmless)
91-00 Characters using a specific type of weapon - often 28-36 Headaches. These characters suffer from blinding
gunpowder weapons. headaches which start immediately after any tests
against Leadership, Intelligence, Cool, Will Power or
See Standard Tests for the effects of Fear. Fellowship, whether or not the test is successful.
The headaches last for D100 game turns, during
Schizophrenia - split personality. This illness is characterised which time all percentage characteristics are reduc­
by unsocial behaviour, introversion and loss of interest in the ed by 5 points.
outside world. In game terms, it manifests itself as a constantly­
changing disorder of a type covered elsewhere in this section. At 37-45 Narcissism. Characters who develop this unhealthy
the start of an adventure, and every 2 to 3 hours thereafter, the fascination with their own image must test against
player should roll a D100 and consult the following chart: Will Power every time they pass a mirror or other
reflecting surflce. If the test is failed, they stop im­
01-60 No effect mediately, lost in rapt contemplation of their reflec­
61-65 Temporary Amnesia tion. They may make another Will Power test every
66-70 Depression round in order to tear themselves away.
71-75 Heroic Idiocy
76-80 Introversion
81-85 Kleptomania 46-54 Nightmares. These characters suffer from recurring
86-90 Manic nightmares, usually of the trauma that caused the
91-95 Megalomania disorder. They thrash about and cry out in their
96-00 Pathological Lying sleep, but have no recollection of the dreams when
awoken. This does not directly harm the character,
The dice should also be rolled every time the character tests but may be irritating to others.
against Leadership, Intelligence, Cool, Will Power or Fellowship,
whether or not die test is successful. 55-63 Shaking. These characters suffer from uncon­
trollable trembling, which reduces their Ballistic
Skill and Dexterity by 5 points each.

64-72 Skin Complaint. If a character breaks out in a ner­


vous rash, roll on the Hit Location Chart of the
character sheet to determine where the rash is. The
rash is uncomfortable but not harmful, although a
rash on the f2ce will reduce the character's
Fellowship by D6 points.

73-81 Stammer. Characters with a stammer suffer a penal­


ty of 5 points to all Fellowship tests, and may not use
Public Speaking or Blather skills.

82-90 'lalldng to Self. ·fbese characters are constantly


talking to themselves in a low mumble which is im­
possible for other characters to make out, but which
is irritating and impossible to ignore. They must past
a Will Power test in order to stop muttering for D10
game turns, and may not use Silent Move or Con­
cealment skills while muttering.

91-00 'lalldng in Sleep. These characters talk in their


sleep, either carrying on a one-sided conversation 01
giving some sort of running commentary. This is
usually connected with the events that led up to the
disorder.

86
SECTION 2: THE GAMESMASTER

•CURING DISORDERS• Success by Result


21+ points Each dose of the drug will suppress one
If the science of medicine is in its infancy in the Old World, disorder completely for a period of one day
psychotherapy is even more primitive. The options open to a
character requiring treatment for lnsaajty are severely limited, 11-20 points Each dose of the drug will suppress one
usually painful and often dangerous. disorder completely for a period of one day,
provided the character makes a successful Will
Asylums: The common reaction to characters of questionable Power test on taking each dose
sanity is either to let them wander the streets with beggars and
the other dregs of society, or to 'put them away' in an asylum. up to 10 points The treatment does neither harm nor good;
Since asylum owners charge a fee for their services, this latter optionally, the character may receive a 5%
option is generally only available to the more well-to-do, who bonus to all Will Power tests, believing that
pay handsomely to avoid the embarrassment of having a the drugs are having some effect
member of the family wandering about as a known lunatic.
Asylums are little better than dungeons: patients recieve no Failure by Result
treatment, and are often subject to abuse by staff and other in­
mates. A spell in an asylum can often result in the patient's con­
dition deteriorating, as their purpose is to keep lunatics up to 10 points The treatment does neither harm nor good;
conf'tned rather than to cure them.
S urgery: A surgical approach can occasionally produce results, 11-20 points The treatment has no effect on the disorder;
but in many cases the treatment is worse than the affliction. The additionally, the character must make a suc­
generally accepted surgical treatments for personality disorders cessful Will Power test on taking each dose or
are the removal of a portion of the skull to relieve pressure on gain 1 insanity point
the brain, or the application of red-hot irons to the head. A
surgeon will generally agree to administer one of these cures, on 21-30 points As above, but the character gains D6 insanity
two conditions. Firstly, a fee of at least 50 GCs must be paid in points if the Will Power test is failed
advance (although the amount may be reduced by bargaining -
see Standard Jests), and secondly, the patient, or someone who 31+ points Disaster; the character must take a Risk test. If
has legal responsibility for the patient, must sign a document ex­ the test is failed, the patient dies as a result of
empting the surgeon from all legal liability resulting from the the treatment. If the test is passed, the patient
treatment going wrong. This done, the GM should test against loses D3 x 10 points from all percentage
the surgeon's Intelligence, and consult the following chart: characteristics
Success by Result If another disorder is brought on by unsuccesful drug treatment,
it will usually be an addiction to the drug used in the treatment.
21+ points The character is cured of one disorder
Magical and Myst ical Cures: Characters may try to seek out
11-20 points The character may test against Will Power to magical cures for disorders. Any character with Manufacture Po­
lose a disorder tions skill may be able to produce a potion which will suppress
the disorder. The manufacturer of the potion must make an In­
telligence test, consulting the chart for drug treatment above.
up to 10 points The surgery does neither harm nor good The GM should note that each potion lasts for a month rather
than a day, and will cost at least 100 GCs (subject to bargaining).
At the GM's option, Faith Healers may be able to cure disorders,
Failure by making a Will Power test and consulting the chart for drug treat­
ment above.
up to 10 points The surgery does neither harm nor good

11-20 points The character loses Dl0 Intelligence

21-30 points As above; the character gains D6 insanity


points

31+ points Disaster; the character must take a Risk test. If


the test is failed, the patient dies as a result of
the treatment. If the test is passed, the patient
loses D3 x 10 points from all percentage
characteristics.

Each attempt at surgical treatment will cause D3 Wounds; in ad­


dition, each application of hot irons will reduce the character's
Fellowship by D6 points owing to scarring. Optionally, the GM
may rule that the character's Fellowship is Increased by this
amount when dealing with races who respect scars, such as Ores
and Hobgoblins.

Drug Treatment: This is the least painful option open to


characters suffering from personality disorders. A physician,
herbalist or pharmacist will supply the character with drugs for
a fee of 10 GCs per week, which may be reduced by bargaining
(see Standard 1ests). The drugs are supplied in batches, each
batch containing the doseage for a week, and the character must
take one dose per day. The GM should test the Intelligence of the
character preparing each batch, and consult the following table:

87
88
SECTION 2: THE GAMESMASTER

•ALIGNMENT• For
Natural order, peace and
Against
Unnecessary crudty
beauty
Character alignment has been mentioned briefly in the Players Duty and hard work Unprovoked or excessive
Section, but requires expanding here. violence
In the rules governing character generation, it is stated that Learning Crime and dishonesty
characters must take the most common alignment for their race
Good for Elves, and Neutral for everyone else. This is easier for
players who are less experienced, since it gives them one less
thing to worry about, but as players become more experienced
the gamesmaster may permit characters to take any of the
alignments permitted for their race, according to the following Most playel'S prefer to play Neutral characters, since they have no
chart: strong principles except a profound belief in their own best in­
Alignment terests. Neutral charactel'S are not particularly concerned with
Race Law Good Neutral Evil Chaos order and duty, except where these can work to their advantage;
Human Yes Yes Yes Yes Yes likewise they have no real commitment to change and renewal,
Elf Yes Yes No No No except where it may help or hinder them. They are wary of ex­
Dwarf Yes Yes Yes Yes Yes tremes in anything. Neutral charactel'S are aware of the traps and
Halfling No No Yes No No follies of the world, but they are more interested in getting by
from day to day than in changing or preserving anything.

As well as race, the character's career should be taken into ac­ For Against
count when deciding alignment . For example, a Watchman is
quite likely to be Lawful, while an Anarchist will probably ha-.e Financial and material gain Extremes of violence or cruelty
Law and all its minions, and a Jailer or Torturer is not likely to be Self-preservation Bigotry, racism, small­
Good - although they may be Lawful. Even so, the GM should mindedness, extreme politics or
never be dictatorial if a player particularly wants a character to religion.
have an alignment even if it does not seem compatible with Personal freedom Bureaucracy, taxation and
his/her basic career; after all, there will be charactel'S who have governmental interference.
decided to turn to adventuring because they were temperamen­
tally unsuited to their original profession.

You should always encourage your players to make their •EVIL•


characters behave according to their alignment, reducing ex­
perience point awards to those who do not. More experience Evil characters enjoy causing harm and pain. They are entirely
points should be given to the players who behave in a way ruthless, and prepared to kill even their friends and comrades if
especially appropriate to their alignment. they stand to gain by doing so. Law and order mean nothing to
them, unless they can use them to dominate othel'S. Evil
Alignment and religious disposition are very closely associated. characters are often bitter, quick-tempered and resentful of
Gods also have alignments, and characters may only worship others.
gods of their own alignment .
For Against
The basic tenets of the five alignments are summarised below. Avarice and materialism Anything that gets in their way
These are only guidelines, and are always subject to interpreta­ Crime and immorality Law, society, etc
tion by the GM.
Self-glorification Sociable behaviour
Violence

Lawful characters see themselves and everything around them as


part of a very definite and rigid cosmic order. In the ideal Lawful
universe there would be no ageing, no decay and no death -
everything would exist in a state of harmonious perfection or
stasis. Decay, death and all forms of disorder are created by the
forces of anti-law, or Chaos. Consequently Law and Chaos are in
constant opposition.

For Against
Orderly civilisation Disorder and anarchy
Rigid social hierarchy Lying, cheating, crime and all
dishonourable deeds
Structure and permanence Chaotic creatures and undead

•GOOD•
Good characters are concerned with natural well-being. They
believe in social hierarchy, responsibility, helping others, and
settling all conflict by peaceful means if possible. Good
characters are opposed to all destruction, suffering and cruelty.
Unlike Lawful characters, who will often pursue an evil-doer to
the bitter end, Good characters can be forgiving.

89
SECTION 2: THE GAMESMASTER

•CHAOS• •ACHIEVING OBJECTIVES•


Chaotics stand for change; they believe that stability leads to Objectives are set by the gamesmaster and rdlect the general
stagnation, so that endless destruction and renewal is the only course of the adventure. Objectives may be either major or
way to progress. They see all forms of social behaviour, natural minor, depending on how long the scenario will take to
order and physical permanence as a barrier both to themselves complet.e.
and to the Chaos Gods. Chaotics are utt.erly unpredictable, and
they are often mentally unbalanced or psychotic. A Chaotic Major objectives are the main aim of an adventure; they are
character can veer wildly between extremes of behaviour, what the scenario is all about and provide a definit.e endpoint.
sometimes even appearing to be Lawful or Good for a little
while. Major objectives include such things as:
• foiling a sinister plot to overthrow a town's council
For Against • uncovering the leaders of a secret Chaos cult
- removing the effects of an evil curse
Anarchy and violent change Permanence and tradition -carryinglmportantinformation through monst.eror enemy
held territory
Impulsive behaviour Responsibility and duty • eradicating a force of raiding goblins
• solving a murder myst.ery.
Death and destruction Government and social
organisations The number of experience points attached to a major objective
depends on how long it will take the players to achieve it and
•CHANGING ALIGNMENT• how difficult it is to achieve, but as a general guideline between
100 and 200 points should be awarded to each player (see Ra,te
ofAdvance below).
Characters can change alignment as a result of mental trauma as
reflect.ed by Insanity Points (see Insanity). Minor objectives are simply those parts of the scenario which
the adventurers must complct.e in order to progress further.
It is also possible for characters to change alignment voluntarily. Generally, they provide a small number of experience points to
To do this, players must convince the GM that their charact.ers the players and are useful for breaking up long adventures,
have genuinely and sincerely changed their philosophy and where the major objective may only be gained after a number of
outlook on life. The player must be able to t.ell the GM wby the gaming sessions. Minor objectives can be worth from 10 to 50
character has changed, and must then play to the new alignment points, but should not exceed 30 unless the major objective can­
- possibly losing experience points as a result - until the GM is not be achcived for several sessions.
satisfied that the alignment change is genuine and the charact.er
means to stick to it. Minor objectives include such things as:
• following a trail of clues to the next town
Charact.ers can only change their alignment by 1 step at a time • · searching around a town's taverns to find a guide
Neutral to Good, Good to Law, and so on. Characters may never - bribing a guard to gain entry to a warehouse, castle etc


change to an alignment which is not open to their race. -killing or otherwise overcoming a monster which is preven-
ting the adventurers from progressing further.
Characters' alignment can also be changed by the GM. If you feel
a charact.er is persist.ently playing to a different alignment, you
must t.ell the player you int.end enforcing a change. The player
has no say in the matter when this happens, apart from changing
the way in which the character is played to try to get back to the
original alignment.
•GOOD ROLEPLAYING•
•CHARACTER ADVANCEMENT AND These points are awarded to players on an individual basis and
EXPERIENCE• reflect how well they portrayed their character. Was the
charact.er played in an entertaining fashion according to align­
Charact.ers start the game with fairly low charact.eristic scores ment and career? There will be times when it is obvious that
and only a few skills and trappings. Even if they are able to cast players are running their charact.ers simply as extensions of their
spells, they begin with a low magic level, and usually only a own personality, and this need not be a bad thing, but the
single spell. gamesmaster must decide whether the character's career, align­
ment and background mean that he or she really should be dif­
As they survive adventures, defeat monsters and perform other ferent. Give each player a rating (this is probably some-
daring feats, charact.ers become more experienced, and bett.er thing you should keep to yourself), along the lines of Bad, Poor,
able to cope with the various unnerving situations into which an Average, Good or Excellent, and award 0-50 EPs as a recognition
adventuring life can throw them. In order to reflect this, of the way the charact.er has been 'brought to life'.
characters are awarded Experience Points (EPs) by the When allocating experience points for role-playing, you should
gamesmaster according to what they have done during the bear in mind the player's own conception of the character. For
game. These are then ''cashed in" for improvements in the example, a player may have decided that his dwarf is taciturn
character's profile, and for new skills and spells. and consequently have very little to say during role-playing en­
counters, but become very active during more action-orientated
•EXPERIENCE POINTS• situations.
Generally, each player should receive 30 Experience Points per
It is up to you, as the GM, to award experience points. As a session for rolcplaying, with some players gaining more and
general rule of thumb, experience points should be awarded at some less depending on the circumstances. Only those players
the end of a gaming session, but can always be given out at the who have impressed and amused you with their roleplaying
beginning ofthe next if it is late at night and everyone is tired. should gain the maximum reward; conversely only those who
have added nothing whatsoever to sessions should receive none.
Experience points are awarded for: You should avoid encouraging competition amongst the players
1. Achieving Objectives as determined by the scenario • don't always award the largest amounts to the player with the
2. Role-playing according to alignment, profile, and career biggest mouth!

90
SECTION 2: THE GAMESMASTER

•RATE OF ADVANCE• Adventures are too tough if the players are constantly defeatist in
attitude; if, in spite of their best efforts, careful planning and in­
In a single evening's play,characters can expect to earn between telligent play, they are still not making much progress; if
100 and 300 EPs. Some may earn more,and sometimes you may characters are dying with unfailing regularity.
not be sure whether you are being too generous.
Of course,Death is the occupational hazard of the adventurer,
Characters earning more than 150 points from a single session and sooner or later it comes to us all. Still, these things need to
are doing very well. Any characters earning 300 points or more be kept in perspective and players would rather be heroes than
are almost certainly doing too well, and you should consider be­ lowlives - if you keep killing the PCs, eventually you are going to
ing less generous in giving EPs. run out of players. So, do not let the dice dictate things too much
- you can let the players think that everything is in the laps of the
In one session of play, the maximum number of EPs a character gods, but when the players have done just about everything
can earn should be enough to reach the end of the current ad­ right, having a freak die roll kill a character is a bit harsh to say
vance scheme, plus the 100 points necessary to change careers the least. Similarly, when a player has his or her character act in
(see Spending Experience Points below). This is the absolute a heroic fashion because it is In the nature of that character to
limit,and characters are not allowed to change careers during a do so, don't be afraid to leave them an escape from the jaws of
session of play. Also, be aware of the amount of game time that death - this is, after all, the stuff of which heroic bntasy is made.
has passed since last you handed out EPs. OK, so maybe the
characters haven't achieved very much, but there has still been a
period of several game months during which they might have •SPENDING EXPERIENCE POINTS•
been studying or training. On the other hand, after a game in
which the characters have slaughtered the chaotic hosts of
goblin-dom in ten rounds,its more likely that they wouldn't Experience points are used to buy new skills and increased
have learned much from the adventure (other than what wimps characteristic scores,reflecting the fact that the character is lear­
goblins are...). ning and improving through experience.

In short, as fur as the rate of PC advancement goes,some players


like to progress faster than others, and as long as you feel that •INCREASING CHARACTERISTICS•
the ''level" of the character reflects in some way the standard of
the player, rapid progression is fine. However, the player ought
to improve in parallel with the PC, and the progression is almost As part of the career description of the character,the player is
certainly too fast if the player cannot cope with the new abilities given an Advance Scheme. The scheme should be noted down
of his/her character because they are coming faster than they can on the player's record chart.
be assimilated them. Bear in mind that other players prefer
things to be as realistic as possible,and get bored if tliey feel that The scheme indicates the characteristics which the character is
their character will advance no matter what he or she does. allowed to develop while within that career. Each 'advance' is
always +1 or +10 points onto one of the characteristics in­
As well as bearing in mind how the player will feel,you ought to dicated. The maximum number of advances that can be obtain­
have some awareness of the long-term needs of the campaign as ed for each characteristic are given on the scheme as +1, +2,
well. If you are allowing players to improve their characters very +10, +20,etc.
rapidly,then your future adventures will have to take this into
account. An advance is always made in respect of the starter profile. So,a
Remember: RPGs are meant to be fun. It is in the nature of the character with a WS of 30 on his starter profile, can advance +10
game that PCs should improve over time (unless, of course,the to 40, +20 to 50 and so on. If the advance scheme of a
player is being completely stupid, or not contributing anything character's second or later career includes advances that the
to the sessions). character has already made, those advances are ignored. So,if
the character's starter profile showed WS 30, and the first career
However,there are no hard and fast rules as to how quickly had included an advance that took the WS score to 40, a second
or subsequent career that included a WS advance of +10 would
characters should advance. Awards should therefore depend on be ignored, while only one advance would need to be purchased
i) the rate of PC advancement best suited to your group of from a career profile that had a +20 advance.
players (bearing in mind that too slow is as bad as too fast); and
ii) the level of challenge offered to the PCs by the scenario.
In other words, you must judge the challenge presented by the
scenario. If it was a lot tougher than you expected or intended,
then no-one should end up with the minimum award (and O EPs
should only ever be awarded for really bad play). If,on the other
hand,the players breezed through the adventure,then no one
should get the maximum award either.
A more vex:i,tious problem is that of "setting goals" for the PCs.
In order to design exciting adventures, you need to be able to
balance your games so that they are a suitable challenge for the
PCs. The trick is to avoid designing adventures that are either
death-traps, or walk-overs. But how? In the long term there is
nothing better than experience. The simplest solution, if you
don't feel confident about getting the balance right, is to use one
of the ready-to-play campaign scenarios published by Hogshead
Publishing. However,there are a few tell-tale signs to watch out
for which can at least tell you when things are not right.

Adventures are too easy if the players are getting complacent; if


they don't feel they need bother to plan their approach; if they
are not making full use of their characters' abilities; if they walk
through combats without a scratch; if they defeat "major villains"
without anyone suffering even a minor wound.

91
SECTION 2: THE GAMESMASTER
Before the first adventure each character is given one free ad­ The GM can always refuse to sanction a new career. If you think
vance on any one of the characteristics indicated by the scheme. the player has not had the opportunity to learn the new skills
Apart from the free advance, advances can only be obtained as a the character could acquire, then you must refuse the request.
result of expending experience points (EPs). You could devise a special game which incorporates features of
the new career, but this option is recommended only for more
experienced GMs and players. If you like, you could insist that
•BUYING ADVANCEMENTS• characters have both the time and the money to undertake train­
ing for new careers and that they are able to locate the correct
Characters with 100 EPs can trade them in for an advance in one teachers for their new path.
of the appropriate characteristics. This rise will be 10 points for
a percentage characteristic (le, WS, m, I, Dex, Ld, Int, Cl, WP,
Fel), and one point for any other (ie, S, T, W, A). •NEW SKILLS•
Once characters have made all of the rises awilable on their cur­ The new career's description will include a range of skills.
rent advance scheme, they will not be able to increase Unlike those associated with the first career, the character does
characteristic scores further until they go onto another career. not gain these skills automatically - they must be acquired in the
same way as characteristic advances, at the cost of 100 EPs each.
Once an advance has been taken from the scheme, it is best to New skills are noted down alongside the original ones. The
place a tick in the appropriate characteristic box. One tick is us­ original skills are not lost.
ed to indicate that one advance has been taken. You will need to
keep a permanent record of how many advances characters have
ever taken in their careers, so it is best to use pen for the ticks •NEW ADVANCE SCHEME•
rather than pencil.
The new advance scheme will present the player with new
•CHANGING CAREERS• characteristic levels to develop. The new scheme is not cum­
mulative with the old one, the old one becoming redundant as
soon as the career change is made. As outlined above, characters
Characters may spend experience points in order to move to who have already developed a characteristic to + 1/+ 10 under
another career. The basic options are as follows: one scheme cannot develop it further under any + 1/+ 10 scheme
shown on a new career; they need a + 2/ + 20 or + 3/+ 30
1. The player may choose any of the careers listed under the scheme. Write out the new scheme on your record sheet in place
Career/1xltsheadingin the description ofhis character's cur­ of the old one.
rent career. This costs 100 EP.
2. The player may choose any of the basic careers shown on the •OLD CAREER ABILITIES•
Career Cbartfor bis character's career class. So for example,
a burglar may choose any one of the basic rogue classes, such
as agitator, cut-throat, pick-pocket, etc. This costs 100 EP. As characters change careers, they do not lose any of their
previous career abilities. Characters who were once wizards, for
3. A character can choose a basic career from another class. This example, will always be wiurds, no matter what other careers
costs 200 EP. they pursue. It is important to keep a record of past careers for
this reason.
Characters may normally change careers at any time, provided
they have the 100 EP to do so. In some cases, however, it is
necessary for characters to have taken every advance and skill •BREAKING CAREERS•
available from one career in order to progress to another. For ex­
ample, wizards' apprentices must complete their advance A sequence of careers is called a career path. Some career paths
scheme before becoming a wizard, level 1; artisans must com­ are totally linear - for example, the only way of becoming a level
plete their advance scheme before becoming master artisans; 4 wizard is to develop the character through an apprenticeship,
and so on. This is stated in the career descriptions where and then level 1,2 and 3 careers.
necessary, and is largely just a matter of common sense.
It is possible to interrupt a linear career path and then return to
it later; a level 1 wizard, for example, could always choose to
begin a career as a level 2 wizard, even after pursuing a career as
a rustler, thief and mercenary in the meantime.
Characters who have filled their current scheme, but are short of
the EPs needed to return to an old path are, in a sense, 'between
careers', slowly relearning old ways.

•MOVING INTO NO-SCHEME CAREERS•


Sometimes, characters will be able to move onto careers whose
advance scheme can offer no additional characteristic bonuses
and no additional skills, but which have a career exit which they
wish to follow. Characters can move into one of these careers in
the normal way, build up 100 EPs in order to move on, and do
so.

•CREATING EXPERIENCED CHARACTERS•


Characters will pass through many different careers during the
course of their adventuring careers, and may be referred to as
2-career characterS, 3-carecr characters, etc. Sometimes, the

92
SECTION 2: THE GAMESMASTER

gamesmaster may wish to generate experienced characters who


have already had more than one career. To do this, generate the •COMPLETING BASIC CAREERS•
characters in the normal way, but simply assume that the
characters progress through each career in tum, filling their The Basic Career generated for a player character at the beginn­
schemes as appropriate, gaining new skills and trappings as they ing of play was that characters's Initial career, that which the
go along. character followed before taking up a life of adventuring. By fill­
ing all the advances on the career advance profile, the character
You can then give the characters any money and additional items can complete that career; that is to say, the character can reach a
as you see fit. point where any longer association with that career is no longer
profitable.
Once all the advances in a career have been taken, the character
can be considered to have completed the career, and may then
select any of the career exits (see Changing Careers - above).
This new career may be an Advanced Career, or another from
the list of Basic Careers, and it will work in much the same way
in game terms. However, since the character is now an adven­
•RACE AND ALIGNMENT RESTRICTIONS• turer, it cannot work in quite the same way in terms of the
character's activities. After the first, initial career, each career -
Not all careers are available to all creatures, or to characters of Basic or Advanced - that the character follows may be thought of
as an adventuring career.
certain alignments - most Lawful characters, for example, are
unlikely to be Rogues. The gamesmaster should encourage
players to ensure that their characters' careers are reasonably
compatible with their race and alignment, imposing restrictions • ADVENTURING CAREERS•
only when players refuse to co-operate. The Career Charts for
basic careers reflect this to a certain extent, but these restrictions The following is an example of careers in action. Ingrid is a
apply equally to characters changing career. character created as a Prospector. This initial career, then, is the
one she leaves behind as she embarks on her career as an adven­
turer. While adventuring, there may be times when she still
•NON-CAREER SKILLS• spends time looking for precious metals in the wildlands of the
Old World, but mostly she will be self-employed, and engaged
in fighting the Incursions of Chaos, and - hopefully - leading an
Skills are normally gained by changing careers, but characters exciting and profitable life at the same time.
can also expend EPs to buy skills which are not included in their
current career. This is the only way for some characters to gain The Prospector career has 8 advances. At any stage, however, In­
certain skills, especially Specialist Weapon skills. It is more dif­ grid has the option to move onto a second career. Looking
ficult for a character to acquire a skill which is not career­ through the career exits, her player decides Ingrid will become a
related, but it is not impossible. Scout. This Advanced Career fits in very well with her adventur­
Only one skill may be learned at a time. Skills are not available ing life-style; it is not something she needs to do all the time, but
just for the asking, and players must explain how their she can 'fill in' between adventures. She seeks out someone who
characters are going to set about acquiring the skill. can begin her training as a Scout, and looks out for the 'Irapp­
ings she will require. There are 12 advances on her new career
For many skills this is simply a question of practice, although it profile that she has not taken as a Prospector, so this job will oc­
may involve expense in buying equipment. To gain the Specialist cupy her for some time. As soon as she has bought or found her
Weapon skill for pistols, for example, a character will have to ob­ trappings, and started to advertise her services, she can be con­
tain a pistol, powder and shot. sidered a true Scout.
In other cases the character will have to find a teacher (in order Later, Ingrid becomes a Mercenary. This Basic Career allows her
to learn to read or write for example, or to speak a new no advances she has not already taken, though it does open
language). If books or special instruction will be required to some additional skills for her to purchase. Howevei; from here
learn the skill, the player will have to find a way of obtaining she can become a Mercenary Sergeant, then a Mercenary Cap­
them, possibly involving more expense. tain. Each time she will seek out her new trappings, look for
Many skills, such as Night V ision, are natural abilities that would work in her new role, and start filling the additional advances
be difficult to actually learn. But, it is just possible that the the job confers.
character has latent abilities of this kind, and they need bringing
out by exercise and practice. The character will have to devise a When a character finishes a career, and the player announces
pattern of exercise or diet which, again, may prove expensive. that the character wishes to commence a new one, the games­
master must decide whether all the appropriate exits are
Skills which affect the character's profile, such as Fleet Footed, available, given the circumstances of the campaign at that time.
Very Strong and Very Resilient, cannot be learned and may only
be acquired by following a suitable basic career.
Once it has been established that the character is learning the
skill, the player may attempt to actually obtain it. This may be at­
tempted once per game week, in between adventures. The
character must first pay 100 EPs, and the player must then test
against the character's Intelligence. A successful test indicates
that the skill has been successfully learned and can be added on­
to the character's record sheet. A failure indicates that the
character hasn't learned the skill, and the 100 EPs are wasted;
the character may continue trying to obtain the skill at a later
date, if desired.

•EXPERIENCE FOR SPELLS•


Characters with the Cast Spells skill may learn spells appropriate
for their level and career. This is described in detail in the Magic
section.

93
SECTION 2: THE GAMESMASTER

Only very rarely will one of the Basic Careers not be attainable
as an adventuring career; the GM may require players to make
--•LIST OF ADVANCED CAREERS--
Employment tests for certain careers, such as Game Keepers,
where there would be an employer. Advanced Careers are mostly
free-lance, or self-employed professions, and so here the GM I.Alchemist 21.Merchant
must decide whether there is any call for that kind of work. The 2 .Artillerist 22.Navigator
career descriptions will hdp the decision. 3.Artisan 23.Outlaw Chief
Characters do not have to leave their old career as soon as they 4.Assassin 24.Physician
have finished the advances; they may buy additional skills with 5.Charlatan 25.Racketcer
their Experience Points, or save them up. 6.Clcric 26.Sapper
7.Counterfeiter 27.Scbolar
NPCs may hold Advanced Careers, and have been through many 8.Demagogue 28.Scout
careers in the same way as player characters. In the Old World, 9.Druidic Priest 29.Sea Captain
few have this much ambition, and many stay as Fishermen, Boat­ 10.Duellist 30.Slaver
Builders or Beggars for their whole lives.... 11.Explorer 31.Spy
12.Fence 32.largetcer
•ADVANCED CAREERS• 13.Forger
14.Freelance
33.lemplar
34. Torturer
15.Giant Slayer 35.Witch-hunter
Certain careers are not open to the broad mass of Old Worlders, 16.Gunner 36.Wizard
and imply a free-wheeling, adventuring lifestyle. These Advanc­ 17.Highwayman Demonologist
ed careers are not available to newly created player characters, IS.Judicial Champion Elementalist
but must be attained through completing a Basic Career. 19.Lawyer llusionist
20.Mercenary Necromancer
Certain Advanced Careers do not have career exits. Players
wishing their characters to advance from these careers should


start t'-.eir characters through new Basic Careers, as described in
Cbanglng careers.

�====�
- - · . - -------------•ALCHEMIST•-------
'�-, ��'i ,-. II

Alchemists mineral ores. Alchemists may be of great but one which has proved fruitless to
study the assistance to any metal-worker, and are date.
branch of magic able to prepare explosives for gunpowder Alchemists are also able to use magic,
or science weapons - provided the character has ac­ although their spellcasting ability is less
which deals quired the Chemistry skill. than that of a Wizard of the same level.
with matter and
its properties. Many Alchemists, however, consider it Would-be Alchemists must first complete
They are ex­ beneath them to use their skills for such the Basic Career of Alchemist's Appren­
perts at prepar­ worldly matters, and devote themselves tice - taking all advances and available
ing chemical to acquiring knowledge. Research into skills. Further details regarding Alchem­
compounds and how to turn base substances into gold is ists, including advance schemes and
recognising an especially popular field of research, skills, are covered in the Magic Section.

···.���- ?

M WS BS S T W I A Dex Lei Int Cl WP Fel


+10 +20 +1 +1 +2 +20 +10 +10 +20 +10 +10
The Artillerist is a military specialist who lrappings
deals with the construction, transporta­ Artillerists' charts and tables
tion and use of catapults. Both bolt Career Options
throwers and stone throwers are covered Gunner
by this career, but cannon and bombards Mercenary Captain
are not - see Gunner. The Artillerist will Marine
be the captain of a cat2pult crew, directing Sapper- Dwarf
the crewmen (who will be ordinary
soldiers or militia) as they load and fire only
the machine. Artillerists can direct the
operation of one catapult for each 10
points of their Initiative score.
Skills
Specialist Weapon - Bolt Thrower
Specialist Weapon - Stone Thrower
Carpentry
Engineer

94
SECTION 2: THE GAMESMASTER

----------•ARTISAN•----------
· · .,
,/
Dex ' Ld
:;:: :-:-

M WS BS S T W I A Int Cl WP Fel
+1 +1 +2 +20 +20 +10 +10 +10 +10
their craft, as shown in the following Trappings
chart. A column of D100 rolls has been in­ Tools - according to trade
cluded to allow random determination of 5D6 Gold Crowns
a trade for NPC Artisans and Artisans' Ap­ Career Exits
prentices (see Basic Careers). See Below

Career Exits
D100
roll
01-05 Armourer Metallurgy Soldier
Artisan Skills

he Artisan is a skilled craftsman, Smithing


m manufacturing some of the 06-10 Blacksmith Smithing
countless requirements of civilis- 11-15 Brewer Brewing
ed life. The chart below lists some of the 16-20 Builder Carpentry Engineer
more common types of Artisan, but is not (Dwarfs only)
exhaustive. Some towns or regions may 21-25 Calligrapher Art Explorer
specialise in a particular craft, while Forger
others may have a type of Artisan or :r 26-30 Carpenter Carpentry
variety of a craft which is unique and not 31-35 Cartwright Carpentry
found elsewhere. In the Old World, the 36-40 Chandler
Artisan must serve a long apprenticeship 41-45 Cobbler Tu.ilor
before becoming fully skilled at his craft, 46-50 Cooper Carpentry
and the services of a skilled craftsman are 51-55 Engraver Art Counterfeiter
respected and valued. The bulk of Arti- Forger
sans are found in towns, where there is a 56-60 Glass Maker Chemistry
sufficient demand to keep them in full- 61-65 Jeweller Gem Cutting Merchant
time work. Artisans are always members 66-70 Potter Art
of the Guild appropriate to their trade. Chemistry
71-75 Printer Demagogue
76-80 Shipwright Carpentry
Drive Cart
Skills
Boat Building
Magical Sense 81-85 Stonemason Stoneworking Engineer
Scroll Lore (Dwarfs only)
Secret Language - Guilder 86-90 Tu.ilor Tu.ilor
Secret Signs - Artisan 91-95 Tonner Chemistry
96-00 Other - invent a
In addition to the skills listed above, ar- trade or choose
Trades

tisans will have specialist skills relating to from table

rc,.:.====��------------•ASSASSIN•--------
Assassins are hir­
ed killers, thor­
ough profession­ M WS 'BS S A Dex Ld lot · Cl WP Fel
als wlio are ex­
pert fighters. +30 +30 +1 +3 +30 +20 +20 +20 +20 +20
They are expert Trappings
in the use of a
Skills
Concealment-Rural Garrotte
wide variety of Concealment-Urban Grappling hook and 10 yards of rope
weapons, and are Disgui_se Hand Weapon
trained to a far Marksmanship Mail Shirt
higher level than Prepare Poisons Net
, most Warriors,
'"Ii..-------_.
...
Footpads and
other petty
Scale Sheer Surface
Shadowing
Silent Move • Rural
Shield
4 Throwing Knives
killers. They are also skilled in the use of Silent Move - Urban Career Exits r-:-:--
poisons and the construction of traps. Specialist Weapon Skill - Blowpipe Mercenary
These skills are for hire to the highest bid­ Specialist Weapon Skill - Fist Weapon Outlaw Chief
der, and it is not unknown for Assassins to Specialist Weapon Skill - Flall W itch-hunter
be employed by two warring factions to Specialist Weapon Skill - Lasso
assassinate the leaders of both sides. In Specialist Weapon Skill - Parrying Weapon
the Old World the Assassin is one of the Specialist Weapon Skill - Throwing Knife
most potent tools in the armouries of Specialist Weapon Skill - l\vo-handed

-�-
warring families, governments and Weapon
religious bodies.

4--� -
95
SECTION 2: THE GAMESMASTER

The Charlatan is
a trickster; a
cunning liar
with the ability
M WSBS S T W I A Dex Id Int Cl WP Fel
to convince +10 +10 +1 +4 +20 +20 +20 +20 +20 +20 +30
people of almost
anything People might don the robes of a physician to sell Trappings
who really oug­ miracle cures, or present the appearance Hand Weapon
ht to know bet­ of an Artisan, Alchemist or W izard in D6 Hats (assorted)
ter can find order to lend dubious merchandise an air Ordinary Clothes
themselves of authenticity. Quallty Clothes
believing that University Reference (forged)
bottles contain a W hile many Charlatans make a living War Medals (fake)
new wonder-medicine that will cure all working audiences and selling large quan­ D6 Bottles of variously coloured water
their ills, or that fora small fee their homes tities of fairly low-cost items, some D4 Botles of variously coloured powder
will be free of rats and bugs for good. specialise in selling bridges and other
Needless to say, the Charlatan relies upon monuments. CatterExlts
a glib tongue and t12tural ch:um, but the Demagogue
ability to size up an audlence - to assess Spy
their credulity and anticipate what they
will want to hear - is a Charalatan's most
vital skill.
Charlatans frequently rely on disguise -
not to conceal their true appearance, but
to present the kind of 'front' an audience
will find acceptable. Thus, a Charlatan

---------------•CLERIC•--------
Clerics are the To become a Cleric, a character must first careers, and then go to a temple of the dei­
priesthood of the Old have fully completed the Initiate Basic ty, and pray for guidance, exchanging the
, World, authorised by Career. Because Clerics depend on their 100 EPs for one roll on the Cleric Advance
their churches to con­ ddty for spells, characters do not progress Table.
duct services and to automatically from Initiate to level 1
minister to the Cleric; when the Initiate career has been For further information on Clerics and
spiritual needs of the completed, they must accumulate the 100 religion see the Magic and Religions
faithful. In order to Experience Points necessary to change Sections respectively.
u..�w.;.,....,_. carry out their duties,

;
Clerics are granted access to the deity by
the medium of prayer, as well as a number
of magical powers. These powers come
f'rom devotion to the deity rather than
knowledge and for�e of will.

Counterfeiters are
more adept criminals
than the lowly Clip­
per. Instead of merely M WSBS S T W I A Dex Id Int Cl WP Fel
tampering with the +20 +20 +1 +3 +20 +20 +10 +10 +10 +10 +10
coinage, they actually
make their own, melt­ Skills Metalworking Tools
ing down coins and re­ Art • carve coin dies 3D6 Gold Crowns (genuine)
minting them with a Metallurgy Numismatics 3D6 Gold Crowns (counterfeit)
little less gold or silver and perhaps a little Super Numerate CareerExits
lead to make up the weight.Counterfeiters Trappings Fence
can make their own coin dies, either from Blank Coin Die Thief
scratch or by using origirull coins.

Demagogues are popular Agitators,


characters seen as the leaders or cham­
pions of particular causes. They are M WSBS S T W I A Dex Id Int Cl WP Fel
highly-skilled and sophisticated +10 +10 +1 + 3 +20 +1 +30 +10 +20 +20 +40
characters, able to arouse a great wdght of CareerExits
popular opinion; they are also far more Skills Trappings
likely to attract the attention of the Blather Hand Weapon Mercenary
authorities. Public Speaking Leather Jack Outlaw Chief
Read/Write Pamphlets

96

I
SECTION 2: THE GAMESMASTER

------------•DRUIDIC PRIEST•------
Druidic Priests are been forgotten by others. careers, and then appeal to the deity. The
followers of the Old character goes to a sacred grove, and prays
Faith, a religion To become Druidic Priests, characters for guidance, exchanging the 100 EPs for
whose origins stretch must first have fully completed the Druid one roll on the Druid Advance Table. Only
back to the time Basic Career. Because Druidic Priests de­ Humans may become Druidic Priests.
before written history. pend on their deity for spells, characters
They have strong do not progress automatically from Druid
associations with to level 1 Druidic Priest; when the Druid
many ancient sites, career has been fully completed, the For further information on Druidic
L.llia,...�..a.---• such as barrows and character must accumulate the 100 Ex­ Priests and the Old Faith see the Magic
stone circles, whose significance has long perience Points necessary to change and Religions Sections.

-------•DUELLIST•- ------
..
- Sc&'.Clfle i r ·-·
:-c-·· . •--
1-·-;";. .
-·· _-
..

M ws BS s T w I A DexI Ld Int Cl WP Fel


+30 +30 +1 +3 +3 +20 +1 +10 +30 +30 +20
duelling pistol, a primitive and unreliable Etiquette
gunpowder weapon, whose propen�ity to Marksmanship
explode does not endear it to sane peo­ Specialist Weapon - Fencing Sword
ple. Duellists, however, seem to relish the Specialist Weapon - Pistol
added danger. They follow a very precise Specialist Weapon - Parrying Weapons
code of behaviour, and conducting a duel Strike Mighty Blow
in the correct manner is almost more im­ Strike to Injure
portant than actually winning it; Duellists Strike to Stun
tend to be arrogant and contemptuous of
lesser mortals, and are always ready to de­
mand instant satisfaction for any slight or
insult, real or imagined. Many are the
younger sons of noble families, who have Trappings
turned to duelling for excitement. Their Left-Hand Dagger
activities do not endear them to the Long Sword or Rapier
authorities, but in most parts of the Old Pair of Duelling Pistols with powder and
World duels are not actually illegal, and ammunition for 10 shots
Duellists are protected by a number of ar­
Duellists are famous for their fighting chaic unrepealed laws. Career Exits
prowess, either with hand-to-hand Skills Assassin
weapons such as swords, or with missile Disarm Highwayman
weapons. The Duellist's favourite Dodge Blow Mercenary Captain
weapons are the fencing sword and the

------- •EXPLORER•-------

M WS BS S T A Dex Ld Int Cl WP Fel


+20 +20 +l +1 +1 +20 .+20 +30 +20 +20 +20
Skills Career Exits
Cartography Mercenary Captain r
Drive Cart Navigator
Evaluate Sea Captain
Follow 1iail Spy
Law
Linguistics
Orientation
Read/Write
Ride
Trappings
D6Maps
Horse, saddle and harness
Mail Shirt
Hand Weapon
Bow or crossbow and ammunition
Explorers travel very widely, seeking out Shield
new commodities and opening up new D3 muleteers, each with DlO pack horses
areas for trade. Their work often takes or a merchant ship with crew
them into wild and unexplored areas, and 206 mercenaries
they need to be competent fighters as well 2000 Gold Crowns in coin and trade
as skilled merchants. goods

97

I
SECTION 2: THE GAMESMASTER

----------------•FENCE•----------
Most tradesmen
are open to deals
which may not be
absolutely legal;
M WS BS S T W I A Dex Ld lnt Cl WP Fel
to the Fence, +20 +20 +1 +4 +20 +1 +10 +10 +10 +10 +10
these deals are a
way of life. They
are expert at ob- them in such a way that their rightful Super Numerate
., taining and owners and the minions of the law are not

•------=-..,._,.
\ disposing of alerted. Given time, Fences can lay their Trappings
\ stolen goods. hands on almost anything, even items Large Overcoat - with numerous internal
Some distinctive which are prohibited by law. pockets
and valuable it.ems, such as pieces of Skills Silk Handkerchiefs
jewellery, may be difficult or dangerous Evaluate Small Pieces of Jewellery
to dispose of on the open market, but Magical Sense Career Exits
Fences will buy them, probably for a frac­ Palm Object Thief Thlder
tion of their actual value, and dispose of

-------------•FORGER•-------
Forgers are essentially
artists. Rather than
producing works of M WS BS S T W I A Dex Ld Int Cl WP Fel
art, however, they
tum their hand to
+20 +20 +1 +1 +3 +10 +1 +40 +10 +30 +30 +20 +20
reproducing items documents, inks, seals and writing Trappings Career Exits
which can command materials. Engraving Tools Counterfeiter
a high price, such as Hand Weapon Thief
documents, letters Skills
and seals. They can copy handwriting Art - can carve seals and forge documents Magnifying Glass
with complete accuracy, provided they and handwriting Writing Equipment
are given a sample to work from, and are Read/Write
familiar with a wide variety of

-/------•FREELANCE•- ------
..,d

M ws BS s T w I A Dex Ld lnt Cl WP Fel


+30 +3 +1 +4 +20 +2 +30 +10 +30 +10
setting up disputations at a convenient Career Exits
bridge or stretch of road, challenging any Mercenary Captain
armed traveller who passes and living by Templar
stripping the vanquished.

Skills
Disarm
Dodge Blow
Etiquette
Heraldry
Ride-Horse
Secret Language - Battle Tongue
Specialist Weapon - Lance
Specialist Weapon-Flail
Specialist Weapon - Parrying Weapon
Specialist Weapon - Two-handed Weapon
Strike Mighty Blow
Just as Warriors of lower social orders can Strike to Stun
become Mercenaries, Squires or Nobles Strike to Injure
may offer their skills for hire by becoming
a Free Lance. Essentially, Free Lances are
either titled aristocrats with a taste for Trappings
adventure, or expert cavalrymen from the Full Plate Armour
lower orders who offer to place them­ Horse, saddle and harness
selves in the front line of battle. Financial Horseman's Axe or Morning Star
considerations take precedence over the Lance
dictates of honour and chivalry, and some Shield
Free Lances, lacking an employer, may D6 Gold Crowns
even take on the role of the Protagonist,

98
SECTION �: THE GAMESMASTER

Becoming a
. Giant Slayer is a
. peculiarly
'Dwarvish
M WS BS S T W I A Dex Ld Int Cl WP Fel
Business, bqund +40 +3 +3 +8 +20 +2 +10 +30
up withDwar­
vish psychology. and destroying their particular quarry, Trappings
An outcast although they will not turn away from 1\vo-handed Axe
Dwarf who has any situation in which they stand a good 1\vo-handed Flail
not found death chance of being killed.
as a 1roll Slayer Career Exits
may go on to Nil
seek out even greater danger; Giant
Slayers customarily dye their hair bright Skills
orange, rubbing in animal fat to make it Dodge Blow
stiff and spiky. Their taste in jewellery is Secret Language - Battle Tongue
carried over from their careers as 1roll Specialist Weapon - Flail
Slayers, as - of course - are their tattoos. Specialist Weapon - 1\vo-handed Weapon
Giant Slayers are obsessed with locating Strike Mighty Blow

Gunners are
military
specialists skill­ Ld Int Cl WP Fel
ed in the use of
bombards. As a
+30 +10 +20 +10 +10
result of long
periods of time the guns by a crew of unskilled or semi­ Trappings
spent using skilled soldiers. Gunners can oversee one Artillerists' charts and tables
these noisy, gun for every 10 points of their Initiative
unreliable and
lalllli•••---•
score. Career Exits
often dangerous Artillerist
weapons, many Skills Mercenary Captain
Gunners tend to be a little hard of hearing Drive Cart Marine
and somewhat eccentric, but they can Engineer
readily find employment in the armies of Specialist Weapon - Blunderbuss
the Old World. A Gunner is a captain, Specialist Weapon - Bombard
who over sees the loading and firing of Specialist Weapon - Pistol
Specialist Weapon - Bombs

-------•HIGHWAYMAN•-------

M WS BS S T W I A Dex Ld Int Cl WP Fel


+20 +20 +1 +1 +2 +40 +1 +30 +20 +20 +20 +30
dressed, and in many areas they vie with Trappings
each other as much over their standards Horse, saddle and harness
of apparel as over the number of coaches Pair of pistols, powder and ammunition
they rob. They affect huge cloaks over for 20 shots
frilly white shirts (silk, naturally), and Clothing (of finest quality, as described
wear large three-cornered hats with at above)
least one huge and outrageously-coloured Mask
feather. Their masks are simple but Hand Weapon
elegant, of the type worn at fashionable
costume balls; the height offashion is to Career Exits
have the mask and its eyeslits edged with Duellist
silver or gold leaf. Mercenary Captain�.
Skills
Outlaw Chief ·
Animal Care - Horse
Etiquette
Evaluate
Highwaymen make a living by stopping Marksmanship
and robbing coaches as they travel the Ride-Horse
roads of the Old World. But they are more Silent Move Rural
than mere robbers; as much as anything. Silent Move Urban
Highwaymen are concerned with style, Specialist Weapon - Pistol
and they are sometimes referred to as the Specialist Weapon - Fencing Sword
nobility of thieves. Even when working, 'Irick Riding
they never appear less than immaculately Wit

99
SECTION 2: THE GAMESMASTER

-----•JUDICIAL CHAMPION•-----
/·Advart
. ce·Scheme•. • .
A Dex l.d Int Cl WP Fel
lji�
M WS BS S T W I
+40 +1 +1 +6 +20 +2 +10 +10 +10
is permitted to choose. A wealthy or no­ Trappings Career Exits
ble defendant may be allowed to hire a Axe Net Assassin
Judicial Champion to fight on his behalf, Buckler Rapier Duelli.'it
and some wealthy merchants and noble­ Flail Rope - 10 Mercenary captain
men employ a champion on a permanent yards Witch Hunter
basis. Hook Sword Templar
Left-hand
Skills Dagger
Dodge Blow Two-
Specialist Weapon - Fencing Sword handed
Specialist Weapon - Fist Weapon Sword
Specialist Weapon - Flail
Specialist Weapon - Lasso
Specialist Weapon - Net
Specialist Weapon - Parrying Weapon
Specialist Weapon - Two-handed Weapon
Strike Mighty Blow
In some parts of the Old World, trial by
combat is still recognised as a legitimate
legal procedure. In such trials, the accus­
ed is pitted against a Judicial Champion.
These professional fighters are very good
at their job, simply because they need to
be in order to survive. They are expert in
the use of several weapons; some laws set
down the type of weapon to be used in a
given case, and sometimes the defendant

•---------------------------•LAWYER•------------

M WS BS s T W I A Dex l.d lnt Cl WP Fel


+1 +2 +10 +10 +30 +40 +30 +30 +10
junior Lawyers, however, may be willing Trappings
to take the risk of fighting an unusual case Hand Weapon
or one which is likely to excite public in­ Lawyer's W ig and Gown
terest, for winning such a case will in­ 10D6 Gold Crowns
crease their reputation and professional Career Exits
standing. Although legal systems differ Demagogue
from town to town and region to region, Merchant
they have many aspects in common, and a Raconteur
Lawyer will be able to cope with an un­ ("
familiar legal system after a little research.
Skills
Etiquette
Law
Public Speaking
Read/Write
Secret Language - Classical
Secret Signs - Lawyer
Lawyers make a long study of the pro­
cesses of law in the Old World, and of
legal systems in general. They are profes­
sionals, occupy a fairly high station in life,
and are generally respected. Their most
prized possession is their reputation -
their own reputations as Lawyers, and the
reputation of their home town and its
legal system. It is this reputation, above
everything else, that ensures the Lawyer a
steady stream of clients and a steady
stream of fees, and many Lawyers will be
extremely wary of taking on a case which
they are not sure thev can win. Some

100
SECTION 2: THE GAMESMASTER

�=•�==41---------•MERCENARY CAPTAIN•-----
:-.....°\

Members of
military forces eiwti\4.._c,;�qne ,+ ····
be they solQlers,
mercenaries, M WSBS S T W I A Dex Ld Int Cl WP Fel
militia, marines +20 +20 +1 +1 +4 +20 +1 +10 +10 +10 +10 +10 +10
or city Wlltch­
men - who show to take any other career exit at any time, Sergeant Skills
an aptitude for without having to fully complete the Consume Alcohol
leadership will Sergeant career. Gamble
normally begin Secret Language - Battle Tongue
to use their Captains are often under the command of Street Fighter
u-._._..___,,_...,_,. reputation to less-experienced Knights and Nobles, a Strike Mighty Blow
carve out a liv­

\
fact which they frequently resent. They Strike to Stun
ing for themselves as mercenary leaders. often prefer the company of their troops
to the glittering and stately society of the
The only WllY to become a Mercenary nobility, and have more respect for ex­
Captain is tofully complete the Sergeant perience and ability than for social
career (taking all advances and skills) and position.
then pay 100 EPs. A character may decide

M WSBS S T W
+30 +30 +2 +2 +6
Captain Skills Mail Coif and Leggings - not militia or
Disarm marines
Dodge Blow Warhorse with saddle and harness -
Heraldry cavalry only
Ride-Horse
Specialist Weapon - Lance Career Exits
Specialist Weapon -1\vo-handed Weapon Artillerist
Specialist Weapon - Flail Bounty Hunter
Specialist Weapon - Parrying Weapon Explorer
Strike to Injure Freelance-cavalry only
Gambler
Trappings Gunner
Full Heim Judicial Champion
Mail Shirt Outlaw Chief
Shield Protagonist
Lance - cavalry only

-------•MERCHANT•-------

M WSBS S Dex Ld Int Cl WP Fel


+10 +10 +1 +10 +30 +30 +20 +20 +20
retailers. Dealing in anything that will Speak Other Language
show a profit, Merchants travel widely to Super Numerate
acquire and transport goods, and attend
all the great urban markets. lhlding at the Trappings
lesser country markets and fairs is usually Town House
left to underlings. Merchants will often be Warehouse
powerful and respected members of local 2500 Gold Crowns (for trading)
councils and other governing bodies, and D3 scribes
the Merchants' Guild is a powerful D3 muleteers each with D10 pack horses
organisation in its own right . Merchants ora 75% share in a merchant ship
are invariably wealthy, and maintain at
least one town house, and several Career Exits
warehouses as well. Explorer
Skills
Evaluate
Haggle
Magical Sense
Merchants make a living by trading in Numismatics
goods. Unlike lhlders, they do not often Read/Write
deal directly witJl the public; they are Ride
generally wholesalers rather than Secret Language - Guilder

101
SECTION 2: THE GAMESMASTER

The Navigator is
a vital member s�ter ·-
of a ship's crew, M WSBS S T W I A Dex Ld Int Cl WP Fel
responsible for
charting and +10 +1 +1 +3 +20 +10 +20 +30 +10 +20 +10
setting courses
and making sure tions or merchant ventures going into 206 Maps and Charts
that the ship is unknown. territory. Hand Weapon
where it should Skills Mail Shirt
be and 1-eaded Astronomy
in the right Cartography Career Exits
w.aii•••iaa--_. direction. Orientation Explorer
Navigators can Sea Captain (without nee
set a course by the stars, by the sun, or by Trappings first)
using charts. Their navigational skills are Navigator's Instruments (compass, sex­
equally useful on land, and Navigators tant, etc)
may sometimes by employed by c:xpedi-

Successful
Outlaws can rise
to the leader­
ship of their M WSBS S T W I A Dex Ld Int Cl WP Fel
own band, and + 20 +30 +1 + 3 + 5 +20 +2 + 10 + 30 + 10 + 10 +10
can be known as aginative fate might be reserved for the Career Exits
Brigands or chief. W ith all these hazards to contend Demagogue
Outlaw Chiefs. with, it might be expected that some Highwayman
As such, they Brigands might seek a safer and perhaps Mercenary Captain
get the pick of more legal way of making a living - this Scout
the equipment also has its dangers, however, as Outlaws
available to the will probably regard the desertion of
_____,. band, and the their chief as the ultimate betrayal.
first choice of spoils from any robbery.
W ith the advantages of leadership, Skills
however, come some responsibilities; the Followlhlil
leader is responsible for the welfare of the Identify Plants
rest of the band, and if they are Secret Language - Battle Tongue
dissatisfied with his leadership for any Secret Language - Thief
reason, they might well make their Ride -Horse
displeasure known in a fatal manner. lrappings
There will also be many in the ranks who Bow or Crossbow and ammunition
would like to take over the chief's posi­ Mail Shirt
tion and, of coui:;se, while rank-and-file

Horse
outlaws captured by the authorities may 106 followers - NPC outlaws
be hanged out of hand, a more im-

-------•PHYSICIAN•-------
- •. ... . . . ··
.::: ::.�•. :..<-:--.-,-;.:-;. , :-:-;-:
- ··· ..•.
······- _ ." "·····
M WSBS sT W I A Dex Ld Int Cl WP Fel
+1 +1 +3 +10 +30 +20 +30 +20 +20 +10
Physicians are practitioners of the com­ Trappings
paratively young science of medicine. Black Bag - containing medical in­
They provide basic medical treatment and struments
perform simple surgery in oroer to relieve Hand Weapon
common minor ailments such as polls, 506 Gold Crowns
splinters and minor wounds. They are
respected members of the community,
and can be an invaluable aid to wounded
adventurers. 1.
Skills
Cure Disease
Heal Wounds
Manufacture Drugs
Prepare Poisons
Surgery

102
SECTION 2: THE GAMESMASTER

------- •RACKETEER•-------

M WSBS S T W I A Dex Lei Int Cl WP Fel


+20 +20 +1 +1 +3 +10 +1 +10 +10
Racketeers are expert and organised Skills
thugs, who extract money from the com­ Dodge Blow
munity around them by extortion, threats Specialist Weapon - Fist Weapons
of violence and other illegal means. They Specialist Weapon - Incendiaries
tend to work in groups, and while they Street Fighter
are not particularly imaginative as Strike Mighty Blow
criminals go, they are generally tough and
well-equipped. Their main source of in­ Trappings Career Exits
come is the protection racket, but they Broad-brimmed Hat Fence
may also be involved in illegal gambling Club Outlaw Chief
and loansharking. Anyone who fails to Hand Weapon
pay up at the appointed time, for Knuckledusters
whatever reason, is dealt with harshly, in 2-12 bodyguards
a number of ways ranging from damage to
property to maiming and murder.

-------------•SAPPER•--------
Sappers are
military
engineers, skill­
ed in a number M WSBS S T W I A Dex Lei Int Cl WP Fel
of fields, such as +10 +10 +1 +1 +2 +10 +20 +10 +10
making ex­
plosives, Sappers. Sappers who are members of a Trappings Gunner
assembling ar­ Dwarven army will always be members of Candles Mercenary
tillery and corn-. the Dwarven Engineers' Guild (see Baste Crowbar Tunnel Fighter
manding Careers - Engineer), while mercenary Leather Jerkin
engines of war units operating in non-Dwarven armies Pickaxe
(which they do may or m:ty not be Guild members.
i..._______.. almost as well Career Exits
as an Artillerist). Their particular area of Artillerist
expertise is the digging of tunnels, either Skills
to undermine walls or to gain (lltty to for­ Carpentry
tifications. Dwarven Sappers are widely Engineer
sought after by the field armies of all na­ Specialist Weapon - Stone Throwers
tions, and some successful Dwarven -Specialist Weapon - Bombs
mercenary units consist exclusively of

--------•SCHOLAR•--------

M WSBS s T W I A Dex Lei lnt Cl WP Fel


+10 +10 +2 +30 +10 +30 +10 +30 +10
the Old World, by hiring themselves Skills
out as tutors, or by writing erudite Astronomy
treatises on a number of subjects. In some Cartography
cases, Scholars can find a patron or spon­ History
sor to finance their studies, and can pur­ Identify Plant
sue their scholarly interests to their Linguistics
heart's content. Scholars are interested in Magical Sense
knowledge for its own sake, and do not Numismatics
confine themselves to one subject, resear­ Rune Lore
ching anything and everything as the Speak Additional Language
mood takes them and as the opportunity
arises. Although they are not adventurous Trappings
by nature, many Scholars will go to great Hand Weapon
lengths to acquire new or unusual infor­ Writing Equipment
mation or to recover lost knowledge, and 506 Gold Crowns
it is not unknown for a Scholar to live as
an adventurer in order to journey to the Career Exits
Many professional academics earn a living sorts of inaccessible places to which Explorer
by teaching at one of the universities of other academics would not dare go. Merchant

103
SECTION 2: THE GAMESMASTER

Advance Scheme
Scouts hire out
their services to
M WS BS S T W I A Dexl Ld lnt Cl WPFel
the military,

+20 +20 +1 +1 +6 +20 +1 +10 +10 +10 +10 +10


merchants,
travellers or
anyone else
who can afford many Scouts can get sufficiently close to
their price. an army to read the devices on their ban­ Secret Signs - Scout
Their task is to ners and shields without being spotted. Silent Move Rural
move through
an area in ad­ Skills
Trappings
vance of their Animal Care Horse with saddle and harness
a.o1111o,w,,';iii• clients, spying Concealment Rural Mail Shirt
out the land and reporting on any unex­ Follow 1hlil Rope - 10 yards
pected activity or possible sources of Orientation Shield
danger. They are expert at moving Ride-Horse Career Exits Explorer Outlaw Chief
through the countryside undetected, and Secret Language - Ranger Bountv Hunter Mercenary captain

-------•SEA CAPfAIN•-------

M WS BS S T ,W I A Dex Ld lnt Cl WPFel


+30 +20 +1 +1 +6 +20 +2 +30 +30 +20 +30 +20 +30
Sea Capt2in: It takes a special kind of Pirates, Buccaneers, and Corsairs - they
personality to become a Sea Captain. have many names, but all are bloodthirsty
Their wanderlust must be highly develop­ murderers who attack merchant ships,
ed, and coupled with a passionate belief steal their cargoes and make shark food of
in their seamanship - why else would any crew and passengers who can't be
anyone run the risk of trying to command sold as slaves or press-ganged into service.
a grog-swilling bunch of seamen, who are Not surprisingly, the penalty for piracy in
often only too willing to blame their cap­ most countries, is death.
tain for everything from bad weather to
attacks of scurvy? Skills Trappings
Animal Trainer Leather Jack
Still, for those that survive mutiny, pirate Rapier
attacks, and the terrible storms of the Parrot or Monkey
Boat Building Telescope
World's Oceans, the profession can be a Ship and crew
profitable one. There is always demand Numismatics
for space in a cargo hold, and Sea Cap­ Speak Additional (25 % share of
tains usually have a good idea of which Language merchantman
port bas the most profitable markets for Specialist Weapon - or warship
There are two routes to the esteemed the whole range of Old \lbrld trade Fencing Sword commission)
career of Sea Captain-either by fully goods. Strike Mighty Blow
completing the career of Navigator (tak­
ing all advances and skills), or by rising Not that all Sea Captains make their
through ranks of Seaman (see Basic money from trade - there are plenty who Career Exits
Careers) and Mate (taking all advances prefer to take goods by force from those Explorer
and skills in the latter case). less well equipped to defend themselves. Pilot

M WS BS S T W I A Dex Ld lnt Cl WPFel


Mate: Mates are second-in-command to
Sea Captains. Although this means that
they have the advantage of being able to +20 +10 +1 +1 +4 +10 +1 +10 +10 +10 +10 +10 +10
order others into the rigging in a force 9
gale rather than going themselves, the fact
that they have to ensure that the captain's Skills Trappings Career Exits
orders are carried out does not endear Boatbuilding Club Navigator
them to the rest of the crew. A Mate bas to Consume Alcohol Cutlass Pilot
be strong to win the respect of the crew - Sailing Leather Jack Sea Captain
in the event of a mutiny, unpopular Mates Storytelling
are second off the plank after the captain. Street Fighting
Swim

Not surprisingly, Mates are great tellers of


tall tales, and always try to outdo each
other with stories of the great Kraken, sea
serpents, mermaids and the like. Some of
these tales may be true, but many have
grown considerably in the telling and the
majority are almost certainly completely
ficticious.

104
SECTION 2: THE GAMESMASTER

t�uacee.�'··
M WS BS S T W I A Dex Ld lnt Cl WP Fcl
+20 +20 +2 +4 +20 +10 +20 +10
Slavery is the lot for millions in the Old are generally well-treated, often working
World; it goes under the guise of service, alongside paid servants and sharing much
forced labour or agricultural bondage. the same conditions.
More obvious forms of slavery are gener­
ally illegal, but slaving still goes on un­ Skills
checked in some areas. The Slaver Drive Cart
generally obtains his merchandise from Ride
foreign parts, or deals in those too young Speak Additional Lapguage
or too poor to assert their rights. The Strike to Stun
greatest slave markets are in Araby, and Career Exits
the lot of those sold there is a miserable 'Irappings Mercenary Captain
one; in the Old World, some people are Hand Weapon Outlaw Chief
enslaved by the courts, for non-payment Horse and Cart Seaman
of debts or similar offences, although un­ Horse with saddle and harness
til recently there was a thriving slave­ D4 pairs of manacles
trade in half-ores. Slaves in the Old World Rope - 10 yards

M WS BS S
+20 +20
Spies are used to gather and relay infor­ Skills Sixth Sense
mation secretly. They are expert at in­ Act Wit
filtrating the highest levels of an organisa­ Bribery
tion, and may work under cover for Concealment Urban Trappings
months or even years. Some Spies prefer a c�ptography Codebook
more direct approach for one-off jobs, D1Sguise D4 homing pigeons
breaking into buildings to steal informa­ Flee! . Kit
o·1sgu1se
tion or to commit some act of sabo- Linguistics
tage. Every nation in the Old World Pick Lock Career Exits
employs Spies, mainly to gather military Palm Object Assassin
intelligence on the activities of their Read/Write
neighbours and rivals, and Spies are also Seduction
employed on a regular basis by great mer­ Shadowing
chant houses and similar concerns. Silent Move Urban

c--�--------�-----"'2 ------•TARGETEER• ------


M WS BS S
+40 +1
lllrgeteers are professionals who compete Specialist Weapon - Longbow
in archery tourneys. Some use various
other missile weapons, such as cross­ 'Irappings ·
bows, but the longbow is by far the most Bow or Crossbow and ammunition..-.·-" �
popular. lllrgeteers travel from tourna­ Leather Jack ,. :
ment to tournament and fair to fair, enter­
ing every contest they ftnd, and may also
work at fairs almost as entertainers,
challenging locals to impromptu contests
for a drink or a small stake, or performing
various tricks as a sideshow. A good
lllrgeteer can make a handsome living by
competing in the major tournaments.
Skills
Marksmanship

105
SECTION 2: THE GAMESMASTER

r-;:::====:::;::::�!=====. ----------------•TEMPLAR• ---------


Some fighting
men ally them­
selves directly
with one of the M WS BS S T W I A Dex Id Int Cl WP Fel
religious groups +30 +30 +1 +2 +8 +30 +2 +20 +20 +20 +20 +20 +20
of the Old
World by join­ ple and for important religious dignitar­ Lance
ing a military ies, and to provide whatever military Religious Symbol
order within force might be required by the heads of Shield
their particular the religion for the destruction of Warhorse with saddle and harness
religion. As heresies, the prosecution of holy wars, 3D6 Gold Crowns
,' ··"i such, they and the protection of the faithful from
Career Exits
become known persecution or infidel att2eks.
as Knights of the lemple or Knights Freelance
Skills Initiate
Templar. lemplar s may enter the service Disarm
of a deity for a fixed period, or, more rare­ Mercenary Captdn
ly, for life. Sometimes a Knight will Dodge Blow W itch-hunter
become a lemplar for a time as a penance Read/Write �
for oath-breaking or for violating some Ride -Horse
other taboo. All military orders demand Secret Language - Battle Tongue

/
absolute obedience and a high standard of Secret Signs - Templar
martial prowess; the Knights come under Strike Mighty Blow
the command of the temple authorities, Strike to Stun
and live within the temple precincts. It is 1rappings
their duty to provide guards for the tern- Full Plate Armour
Horseman's Axe or Flail

Torturers live mostly


in dungeons, and ac­
quire most of the M WS BS S T W I A Dex Ld Int Cl WP Fel
Jailers' less endear­ +10 +2 +4 +10 +10 +10 +10 +10 +20
ing habits. They do how to cause great pain with only little Skills 1rappings
tend to be a little physical damage. Some highly proficient Heal Wounds D10 knives, whips
cleaner and a little Torturers may even acquire limited medi­ Specialist Weapon and irons
less corruptible, but cal skills, enabling them to keep their vic­ Flail Weapons
1.1.illiiil•M.._..._,. the difference is tims alive longer during questioning. Career Exits
often slight. Torturers are expert at inter­ Torture Outlaw Chief
rogation with the use of force, and learn Racketeer
Thief

!)'==Jl===i ------------•WITCH-HUNTER•------
W itch-hunters are
people who, for
reasons of their M WS BS S T W I A Dex Id lnt Cl WP Fel
own, have devoted
their lives to hunting +30 +30 +1 +1 +6 +30 +2 +20 +20 +10 +10 +40 +10
down and destroy­
ing Chaos and its mi­ relentlessly pursuing traces of orcish Specialist Weapon - Throwing Weapon
" nions wherever it blood, however slight. Strike Mighty Blow
may be found. Their
definition of Chaos is somewhat in­ In some states, W itch-hunters arc 'Irappings
dividual, frequently extending to cover tolerated and encouraged; in those where Full Plate Armour
anything and anyone to whom they take a they are not, they operate secretly, and are Hand Weapon
dislike, and they are generally regarded even more suspicious than usual, if that is Pistol Crossbow and ammunition
with fear and distrust. possible. They will kill their quarry out of Rope - 10 yards
hand where necessary, but prefer to whip D4 throwing knives
Unlike those who fight the incursions of up mass hysteria. They love to conduct
Chaos on the edge of the Old World, show trials and lynchings, encouraging Career Exits
W itch-hunters prefer to operate within people to denounce their neighbours, Initiate (or Cleric if character has
Human society, rooting Chaos out before their rulers, and even their own families. previously been an Initiate)
it can gain a foothold. They are loners by lemplar
nature, and they trust no-one; no-one is Skills
free from their suspicions, and almost any Marksmanship
deviation from their individual definition Public Speaking
of normality is grounds for deep suspi­ Silent Move Rural
cion in their eyes. They will act against Silent Move Urban
anyone in whom they detect (or think Sixth Sense
they detect) traces of mutation or other Specialist Weapon. Net
Chaotic tendencies. Some Witch-bunters Specialist Weapon - Lasso
extend their attentions to half-ores, Specialist Weapon - Crossbow Pistol
106
SECTION 2: THE GAMESMASTER

---------------•WIZARDS•---------
Wizards are the and, of course, large sums of money. After
most numerous completing the level 1 career, a Wizard
of the magic­ may choose to specialise in a particular
using professions. branch of magic (namely Demonology,
Many make a Elementalism, Illusionism, or Necroman­
career of.adven­ cy). Many, however, find it more pro­
turing, and use fitable to keep a broad base of spell use,
their talents to and remain as non-specialised Wizards.
recover lost and
forgotten magical Once a character has completed a period
lore, legendary as a Wizard's Apprentice, it is assumed
magical items, that the same Wizard will continue to in-

•DESIGNING SCENARIOS• group of Ores who are even now sacrificing their human cap­
tives to their own dark gods.
As the gamesmaster, it will be up to you to invent all of the
details of the game. You must decide for yourself where the Gold Fever!!!: An old Dwarf mine has been uncovered in the
adventure is taking place, why it is taking place, and what the hills, and adventurers from miles around are congregating to
player characters have got to do with it all. Each adventure can share in the booty. The mine has been abandoned for thousands
be regarded as a scenario; the Oldenhaller Contract is a of years, but is it as empty as it appears? Has it been occupied by
scenario we have designed for you so that you can see what one dangerous creatures, or does something supem_atur al lurk in­
entails. A number of scenarios can be played successively to side? How do the members of the local Dwarf community feel
form a lengthy game campaign. Campaigns might take up whole about the looting of their ancestral property?
weeks, months or even years. The advantage of playing a cam­ Larcenous Pursuits: The old temple contains a rich treasure
paign, rather than a series of unrelated scenarios, is that the and is poorly guarded. The people of the town are backward
players will identify closely with their characters and their en­ and foolish to take so few precautions. You would be doing
vironment. As they play more scenarios they will become more them a favour by relieving them of this troublesome burden.
familiar with the locality, and can establish permanent contacts, There are guards both inside and out, and maybe traps inside too
hide-outs or supply dumps. Designing a whole campaign is a big in order to discourage nocturnal visitors. Furthermore, the high
step, but it need not all be undertaken at once. A far better plan is priest lives in the temple with several acolytes. Such dangers are
simply to design one scenario, and, if your players survive, take trifling compared with the riches rumoured to be inside.
it from there.
Stop the Pigeon: Too late, a spy has been uncovered in the
town, a Half-Ore doubtless working for some Goblin band. The
•PLOT• creature has fled, but his trail is still fresh. Can the characters
capture the spy before he reaches the waiting goblin raider s and
brings disaster on the town?
A scenario is based on a plot or theme. However, it is not an ex­
act storyline, like in a book or film, since it must allow for many Stand and Deliver: According to a local contact, a special
different actions on the part of the player s' characters. The first coach is due to leave town within a week. You don't know
thing you must decide when designing a scenario is the plot. what's on board, but whatever it is, the owners are being really
You will probably have hundreds of good ideas, but here are secretive, hiring extra guards and silencing dissenters with
some ideas for plots that have formed the basis for many of our bribes or threats. You are curious to say the least. Are all these
own games. precautions for the benefit of a treasure hoard, or perhaps some
high ranking official or prisoner? In any case there could be a
Investigate and report: This morning a bloodied and ex­ fortune involved.
hausted rider galloped into town, hurled his dying carcass into
the town sheriff's office and instantly expired. He was one of the The Quest: The characters have been sent on a quest by some
settlers/soldiers/miners from a distant village. The sheriff has powerful NPC. They must find an item or person located in
organised a party of adventurers to investigate - offering 10 GCs some dark and dangerous place. Perhaps a long-deserted house,
to any volunteer who returns with news. What the characters an isolated ruin or an ancient and long-abandoned Dwarf
will discover is that the settlement has been taken over by a Citadel. Quests can be beneficial to the characters involved .

. "'\
.
""'(....!..

107
SECTION 2: THE GAMESMASTER

For example, a quest might aim at recovering a sacred relic and writing detalled notes for each. Remember, your scenario
whose powers can heal a debilitating disease or mental illness. must make sense - a random hotch-potch of rooms contalning
Assassination and Kidnapping: The characters have been treasure and assorted monsters doesn't make much sense.
hired to kill or kidnap a powerfulNPC. The task will not be easy For example - you might write:
as the victim suspects a plot, and has already taken precau­
tions for hls safety. Furthermore, he lives in a remote and inac­ Room number 1: A small dark room approximately 3x3 yards
cessible place, or a fortified castle, and even gaining entry will with a low ceiling, well under 2 yards. It is illuminated by a shaft
be difficult. in the north wall which rises at an angle of 45 °. A tiny dot of
daylight can just about be seen at the end. The shaft is barred
Jabberwock...: A large and fearsome monster, such as aJab­ and too narrow for characters to climb unless they are Halflings
berwock, is terrifying the local inhabitants. Whoever slays the or have the Contortionist skill. There is a door in the south wall
creature will gain untold riches, universal acclaim etc. Can the (Toughness 5 - locked from the inside, lock rating 3) and another
characters find ancf slay the monster, or will otherNPC hunters door in the east wall (T4 - latch on both sides). The southern
beat them to it? Are the local authorities to be trusted, or will door has a sliding grill to permit identification, exchange of
they back out of their bargain once the monster is dead? passwords, etc. In the centre of the room is a large wooden table
Kali's Heroes: The characters find themselves fighting in a and two chairs, and on one of the chairs is a Goblin guard - basic
great and terrible war. They have been ordered to take a village profile - wearing chainmail and armed with a sword. He is
already occupied by an enemy garrison. Fortunately for the asleep, but may have been awnkened by a noisy party (test using
characters, one of theirNPC companions used to live in thls the hearing rules). He has a bunch of keys (for rooms 1,3,4,5 and
village, and he has a strange tale to tell. In the village lies the 6). The eastern door leads into room 2, the southern door leads
great and wealthy temple of Kali, now largely abandoned due to to the outside.
the fighting. Only a minimal staff of priests remain to guard the Remember to add details of treasures, magical items and other
great treasures. So far the occupiers have not dared desecrate the features where you want them. Thlps can also be positioned, as
temple, or maybe they don't yet realise what is inside. Can the well as false doors, walls, secret passages and other interesting
characters break in and steal the treasure, will they have to fight diversions.
off the occupiers, and can they perhaps strike a bargain with
their foes? Meanwhile, what of the war? How long until others
arrive on the scene?

•ADDING CREATURES•
•DETAILING THE PLOT•
Make a note of specific creatures when placing features.
One of the things that will help you most as you create thls Remember, creatures are not necessarily stupid - if the players
adventure for your players will be a map of the area where the are creating mayhem in a corridor, then creatures occupying
scenario is to take place. The amount of detail needed is up to nearby rooms will hear them and come to investigate. In other
you. It is always possible to improvise some details during play. words, creatures should aa as if they were 'real' themselves, and
If the setting is an underground complex, such as a dungeon, do their best to stay alive and healthy. Also, creatures or people
you should make an accurate scale map using graph paper. Areas occupying rooms near each other must be doing so for a reason.
can always be left blank, to be filled in later during other For example, a group of rooms in an inn might be home to a
scenarios perhaps. If the adventure fC2turCS a house or houses, local magistrate, his wife, his servants and hls bodyguards. The
then floor plans should be drawn for each level. placement ofNPCs and creatures must be logical within the con­
text of the scenario. If the adventure is set within a Goblin
stronghold, the characters will find Goblins or goblinoid
creatures, or their lackeys or prisoners; they shouldn't find a dif.
ferent creature in every room .

•CHARACTERS•
Once you have decided on the broad outline of the adventure,
you will have to consider the roles of the players. If the players
alreadr. have established characters, will these be suitable? If not,
you will have to have the players create new characters. If the •ADDING EVENTS•
plot necessitates specific skills, or specific careers, then have the
players create characters as appropriate. Thlppings are important In many scenarios, it will be necessary to establish a pattern of
too. Will the players require special trappings which must be events. For example, if the characters are robbing a temple, you
bought locally? If the players already have established will have to establish when the guards do their rounds. You
characters, make sure that they don't introduce magic items or might decide that the guards normally sit at the temple entrance,
exotic trappings that would spoil the game. If necessary, invent a but that one of them checks the inner temple every quarter of an
feature of the game which will actually counter any such effect. hour. This has two effects. If the players know the guards'
IntroduceNPCs as seems necessary, especially where the task is routine, they will appreciate that they are going to have to hurry
a difficult one. when they get inside, which might lead to all sorts of mishaps.
On the other hand, if they have no idea of the gu2rds'
movements, then they may well be surprised by a sleepy guard
•ADDING THE FEATURES• wandering in as they are removing the treasure. Similarly, if the
players break into a fortress, the time it takes for the alarm to be
raised and a search mobilised will be very important. Events
Once you have a map of your gaming area, you should consider might occur which are part of the scenario but which do not
where all the features within it are actually to be found. You can directly affect the players, such as a stage coach leaving town, or
do thls by numbering each room, area of corridor or whatever, the local sheriff raising a posse and riding out into the hills.

108
SECTION 2: THE GAMESMASTER
befriended the party murdered the brother of one of the
You can easily work out a rough schedule of events of this kind. characters; the NPC doesn't realise the connection, nor do the
Sometimes it will be necessary to change the timing of events, other members of the party, but the player's character should
because of something that the players have done. Keep your op­ earn 50 experience points (or more if the character is especially
tions open - you can always improvise some- powerful) if vengeance is taken without upsetting the other
thing at the last �ute. players.

• ADDING WANDERING CREATURES•


It is not only the players' characters that move around: other
•RANDOM TREASURE•
creatures should too. Sooner or later, it is quite likely that the
two will meet. When setting up your scenario, consider the When designing a scenario, it is a good idea to place treasure at
creatures or NPCs involved, and the chances of meeting wander­ the same time as the other items, so that you can keep control of
ing creatures during the scenario. In general, almost any creature the way the characters come across it. Obviously, you don't have
you place in an adventure might be a 'wandering' creature to be 100% specific in your descriptions -you might like to just
(unless it has been locked up in a cell, of course), and you ought make a note that a chest containsD100 gold crowns, a scroll and
to consider how all NPCs might be moving around as the an old string bag. You can then generate the actual amount of
players' characters are getting on with their own plans... money and the actual type of scroll as and when the characters
actually encounter it (if they ever do...). You need to be a little
Allow a percentage chance of meeting wandering creatures more careful than this with magical items, however, since the
every so often. The actual chance will vary depending on the wrong one in the hands of a character can spojJ a game. Be
situation. Similarly the type of creatures will depend on the con­ careful.
text of the scenario. For CJlaDlple, in an underground Goblin for­
tress you might allow a 10% chance of an encounter every5 Filling out ;ill the details of a scenario can be very demanding.
minutes or turns. 75% of such encounters will be with a group This is especially true if your scenario takes place in a town or
ofD6 Goblins, 20% will be with a group of 2D6 Goblins and city. Providing details for the contents of evecy house, and
5% will be with an appropriate random creature selected from details of the trappings of every citiz.en is just out of the ques­
the 'Underground' section of the wandering creature lists. tion, particularly when you know that the characters may never
Remember: you don't have to abide by your dice rolls - you are actually find them unless they are being particularly clever.
in control of the game and not vice versa.
To allow for this we have devised a series of random treasure
charts. Using these charts, the GM can generate the V2luable con­
tents of a house, or of a character's pockets, in general terms.
The specific random charts for each category will have to be us­
ed to give exact details. The categories given are broad, and you
might like to add on more of your own.
House - p oor: This represents the house of a peasant, a hovel
or a worker's cottage.
•DECIDE ON EXPERIENCE POINTS• House - affluent: This would be the house of a slightly better­
off small-time tradesman, shop-keeper or scholar.
General points about the way experience points should work
appear in the section on experience above. Most scenarios have House - wealthy: A house like this would be owned by one of
specific objectives, or a series of objectives. You must decide the richest members of society; a merchant, manufacturer,
how many experience points are available fc;>r achieving each ob­ member of the gentry or the lesser aristocracy.
jective. The points are normally divided equally amongst the
surviving players, sometimes less a few points if other con­ House - magician: A magician's house is likely to have very in­
tributing characters have died during the game. For a game that dividual treasure.
can be easily played within an evening by 3 or 4 players, you
should generally award 200-300 points if the characters achieve Workshop: Any workshop will contain items specific to the
their objective, and something less than that, depending on how trade that goes on there. In addition, items might be kept on the
well they do get on, so that each player receives on average property for safe-keeping or convenience.
25 -100 points.
Shrine: Shrines are small buildings or simple shelters, usually
dedicated to a minor god or long dead local hero.
Temple: A temple would be a good bet for a bit of petty
larceny. It might contain anything from gold candlesticks to the
collection box. Strip the lead from the roof if desperate.
Large Hoarding Monster: Nearly all large monsters are at­
tracted to shiny or valuable objects and like to accumulate
•SPECIFIC CHARACTER OBJECTIVES• hoards. These they secrete deep within their lairs.
Small Hoarding Monster: A small hoarding monster is
In most scenarios, you will present the entire party with the something no larger than a dog, but behaves in the same way as a
same overall goal and the same information. However you can large hoarding monster.
add spice to a game by giving individual characters specific per­
sonal objectives or information not known to the other players. Creature - Citizen: This represents an average sort of intel­
For CJlaDlple, if the game involves a temple burglary, tell one of ligent creature, a citizen of a town or a soldier, for example.
the players that there is a great jewel hidden inside a secret corn-
. partment behind the altar. Perhaps his character learned this Creature - Merchant: Merchants are rich individuals of their
from an NPC, or discovered a reference in a book. The character race who habitually carry large sums of money.
might try to get hold of this jewd, and if this can be achieved
you should award the player an extra 20 Experience Points. Even Creature - Fop: This is a whimsical individual, very fond of
better, introduce a personal motive for revenge - kinslaying, jewels and fine garb and totally unconcerned about displaying
financial ruin, humiliation and so on. A powerful NPC who wealth.

109
SECTION 2: THE GAMESMASTER

•TREASURE TABLE• Gold Crowns. Again, some items might be worth more, but this
is up to you.
The following tables can be used to generate treasure randomly: Objets d'art: These can be anything from painted miniatures
in lockets to paintings or statues at life size or even larger. Works
Poor Aff Wealth Magic � Shrine of art are hard to value. Any item is worth what you can get for it
MAGIC - which may be more or less than its actual value. You will be ofa
Scroll 95%06 5% l fered D20 x 10 Gold Crowns for each item.
Tome 75%04
RandomM2gic 1% 1 1% 1 90%04 5% l Clothes/furs/cloth: This includes fine rugs, hangings and
tapestries as well as clothing and other apparel. The value of
MONEY each item is D6 x 5 Gold Crowns.
Crowns 5%D3 75%206 10D10 95% 10Dl0 25%D10 50%D10
Shillings 25%D20 6D10 6D10 95% 10Dl0 SO% 10Dl0 75%
Pennies 75%D20 6D20 6D20 95% 10Dl0 75% 10D20 D1000
•CREATING NON-PLAYER CHARACTERS•
VALUABLF.S
Gems& 5%D3 90%Dl0 75%D3 5%D3 25% 1
Jcwcllcry Often it will be necessary for the gamesmaster to create non­
Domestic 10%D3 06 A/012 25%D6 10%06
player characters for the game. These characters might take the
Jtam form of opponents, or friends of the player characters, or even
Objm 5%D3 75%Dl0 90%D3 1% 1 75% 1
of people in the street.
d'art
Oothes 50%D6 95%D10 25%D3 50%06 5% I The players might decide that their coming adventure will be far
Furs&Cloth too difficult to attempt unaided. By way of help, they might
wish to recruit or hire fellow adventures. Finding fellow adven­
Temp MonL Mons Cit Merdwu Fop turers isn't difficult; after all, the inns and market places are full
of young souls looking for interesting employment. Non-players
MAGIC characters hired by the players are called Hirelings
Scroll D6 5 1 25%04
Tome 95%04 25%D3 1%1 In some instances it is possible for the players to meet another
lbndom 75%04 25%D3 1% I 10%D3 1% I party of adventurers, perhaps even bent upon the same task!
� Such parties are called NPC Parties.
MONEY Hirelings and NPC parties, as well as any other characters, can be
Crowns 95% 10D20 75% 10Dl0 15%Dl0 5%06 75% 1006 D20 created using the character generation system from the Players'
Shillings 95% 10D20 75% 10Dl0 15% 10Dl0 75%D20 06 D10 Section. However, this can be time-consuming. Often it is better
Pennies D1000 10D20 75%D10 75%Dl0 75%D20 D100 to assume that NPCs have average profiles and abilities. On other
occasions, it is better for you to just invent something straight
VALUABLES out of your head, without going to all the trouble of thoroughly
Gems& 95%06 • 75%Dl0 15% I 1% I 5% l D3 generating a character.
Jewellcry
Domestic 25%D20 5%06 5%1
ltam
Objcts 50%06 50%D3 1% 1
d'art •BASIC CAREER CHARACTERS•
Qothes D10 1% 1 75%D3 D4
Furs&Ooth You can easily create a non-player, non-adventurer character
with a single, basic career, such as Thief, Woodsman, Initiate,
Note: Quantities are generally expressed as a percentage etc. Basic career NPCs have all the skills and trappings given in
followed by a die roll: for example, 75 % 2Doindlcates that the entry referring to their career. They will not generally have
there Is a 75% chance oftbe clas's of Item In question belng pre­ any attribute advances, although if the GM wishes to create an
sent, and - ifpresent- 2D6 separate Items will be found. 1 % 1 exceptional NPC, they could be given 1, 2, or 3 (or D3) advances
means tbat there is a 196 chance of one Item of the class being from the relevant advance scheme.
present. Where there Is no percentage, tbe class of Item will
always be present, In the quantities indicated.
• ADVANCED CHARACTERS•

•TREASURE VAUJES• First, decide what career you intend to give the NPC. Now work
out which other careers the characters must have progressed
through. For a level 3 WJZard, for example, this would be
Magic: The categories given for magic items are more or less Wizard's Apprentice, level 1 Wizard and level 2 Wizard. Where
self-explanatory, but reference should be made to the Magic there is more than a single alternative, select any appropriate
Section for specific items and ideas. No values are given for path - it is simplest to assume that the character reached his or
magic items; such items are worth whatever you can get for her present career by the most direct route, although experienc­
them. Players shouldn't be encouraged to think that they can ed GMs may wish an NPC to have gained experience in two or
buy powerful magic. more quite diverse areas, and can choose the character's past
history as desired.
Gems andJewellery: Each item is worth 2D6 x 10 Gold
Crowns. Of course, certain gems might be worth more if the GM Working from the character's basic career upwards, work out all
decides to place a famous or fabulous treasure in the location. the skills and trappings as appropriate. Then fill out each ad- •
This is entirely up to you. vance scheme in tum until you reach the character's career.
Characters should not have received any points of advance in
Domestic Items: This includes candlesticks, cutlery and their current career.
plates - all of which can be made from precious metal and might
incorporate special decoration, inlays etc. Each item can be If the character is a magician, then spells can be allocated at your
thought of as a set of cutlery, a number of plates or whatever, discretion. D4 random spells from each level, plus D4 random
rather than as 1 knife or 1 fork. Each item is worth-D6 x 10 petty JD2gic spells should be sufficient.

110
SECTION 2: THE GAMESMASTER

•GENERATING RANDOM NPCs• idea to have a randomly generated party already prepared. Even
if the whole party is not used, it is possible to lift individuals
In most cases, the gamesmaster will want to generate an NPC for from it for particular encounters.
a specific purpose, and will have some idea of the NPC's
background, past history and abilities.
Occasionally, though, it may be necessary to generate NPCs in a
hurry - people in a tavern, for example, or someone that the •WANDERING CREATURES•
characters bump into in the street. NPCs can be created totally
r:qidomly by using the character generation system from the If the players are moving through hostile territory, or unknown
Players' Section, and making the extra rolls described below to lands, it is highly likely that they will meet other creatures or
determine race, class, etc characters. These encounters are called wandering encounters.
Wandering encounters are not planned by the gamesmaster
Race: Determine the race of the NPC using a D6: before the game, as other encounters are, but are improvised on
1-3 Human the spur of the moment.
4 Halfling
5 Elf
6 Dwarf
•ENCOUNTER TESTS•
Age and A bilities: A character's age and abilities are determin­
ed in the same way as for player characters, using the table in the Depending on the territory and circumstances, _the games­
Players' Section. master can make a percentage test every so often in order to see
whether a wandering encounter happens. For example:
Career Class: Determine the original class of the character us­
ing a D4: Terrain Check every Chance of encounter
1 Academic Forest 4 hours 10%
2 Ranger Marsh 4 hours 5%
3 Rogue Mountains 4 hours 5%
4 Warrior Moors 4 hours 5%
Hills 4 hours 10%
Ruins Hour 10%
Career: Roll randomly on the relevant Basic Career Chart to Underground 4 hours 10%
determine the specific career type within the char acter's class, Deep underground Hour 10%
just as you would for generating a player charactei:
Encounter tests should only be made underground if the area is
abandoned or generally uninhabited. Otherwise, most if not all,
Skills and Trappings: Work out skills and trappings as you encounters will be with members of the race occupying the
would for a player character. Advanced character s may have underground complex.
trappings of a general nature which will have to be randomly
determined or invented by the GM. For example, many advanced You can alter the frequency of tests and the chance of en­
magician classes have a number of magic items. Dice randomly counters as desired - the f"igures given above are about average
for these items where appropriate. Items too large, or inap­ for the terrain in question, and you can change things to reflect
propriate for the current situation, can be assumed to be 'at an unusually busy area or an unusually quiet one.
home'. Where players are making long journeys - perhaps of several days
Spells: Decide randomly. Assume D4 spells per level, plus D4 duration - you might prefer to roll once per day rather than
petty magic spells. every few hours. Simply work out the cfiances of an encounter
happening on.a daily basis. Chances of 100% or more equal one
encounter. More than one encounter per day will tend to slow
AdV2nce Scheme: NPCs do not generally have any advances things up too much.
from their current career, unless the GM decides at the outset
that they will be better than average NPCs. T hey may earn ad­
vances as a result of gaining experience after they enter the
game, and if they are intended to last for more than one brief ap­
pearance, they should have character record sheets, just like •WHAT CREATURES ARE
player characters.
ENCOUNTERED?•
AdV2nce and Multi-Class: Once you have generated your
NPC, roll to see if he or she has any additional careers. Once it has been decided that the party has met something, the
next step is to decide CCICtly who or what is encounter-
01-75 No ed. Published scenarios will generally have random encounter
76-90 A career within the same class tables provided for the terrain in question; if you have written
91-00 A career from another random class the scenario, you should have a good idea of the sort of
You should alter these chances if you decide to generate a par­ creatures which are likely to be encountered in a given area.
ticularly powerful NPC. As well as tbe general terrain, the immediate surroundings
Where a character is given a career from another class, it will be should be taken into account. For example, if the party is travell­
a basic career - the NPC has changed career classes (see Chang­ ing along a trade road, most encounters are likely to be with
Ing Careers). human merchants, roadwardens and other travelling types; ruins
are likely to be infested with rats, bats and possibly the occa­
sional monster; and so on.
•RANDOM PARTIES• Not all random encounters involve the party being attacked by
monsters; in fact, these should be in the minority. The party will
often have quite enough on their hands just completing the
To generate basic numbers for an NPC party, roll 206. Heither scenario, and a series of random encounters with powerful
die scores a 6, roll another 06 and add the result. Generate each monsters can seriously we.aken them. Random encounters are
member of a party in tum. Obviously this can be a lengthy pro­ simply diversions along the way, and should not interfere too
cedure, and would normally be done before a game. It is a good much with the progress through the scenario.

lll
SECTION 2: THE GAMESMASTER

•HOW MANY ARE THERE?• intelligent creatures will be hungry. Hungry creatures will often
attack if they stand any chance pf success.
Again, this is largely up to the gamesmaster. In scenarios where Ambush: These encounters are cxactlv the same as those with
random encounter tables are provided, numbers will be war-parties, as described above, except ·that the enemy has suc­
specified. When you write scenarios yourself, you should have cessfully ambushed the part - giving them surprise.
at least a rough idea of the numbers in which monsters appear.
For general purposes, humanoids and the less powerful undead Trading: The encountered creatures are engaged upon a
are usually encountered in groups of D4, D6 or 2D6, while trading venture. They will probably try to avoid a fight where
animals and monsters are normally solitary unless the relevant possible, although they will defend themselves if attacked. En­
entry in the Bestiary indicates otherwise. If in doubt you counters such as these will always have money or goods to trade,
should use D4 or D6, bearing in mind that the more powerful a and subject to a favourable reaction, may even trade with the
creature is, the more likely it is to be solitary. party.
Optionally, if a 4 is rolled on a D4 or a 6 is rolled on a D6, more
creatures are present than would normally be c:xpccted. Roll
again and add the score onto the original result. •HOW DO THEY REACT?•
• WHAT ARE THEY DOING?• It will depend very much on circumstances how creatures react
in any one encounter. It will also depend on what the characters
do. Do they appear to be hostile, suspicious, untrusting and so
The gamesmaster will always have to improvise details of what on? It is left to the gamesmaster to decide how encountered
wandering creatures are doing in that particular spot at that creatures react, bearing in mind the general plot of the game, the
time. Wherever possible, attempt to rationalise the appearance attitude of the characters and the possible disruptive effect to
of wandering creatures in terms of the game plot. For example, if tht plot of them meeting large and powerful creatures. Players
you meet a group of travelling Halflings coming from the op­ must be given the chance to avoid potentially dangerous en­
posite direction, they must have come from or through the next counters.
town or city, unless they went round it for some reilson. So they
will know a little about it. In general, you should be able to gauge the encountered
creatures' reaction to the party from their description in the
In most cases, wandering creatures will be doing one of four Beastiary, or from their career. Rather than rolling dice to
things: decide how the creatures react, you should role-play the en­
Travelling: The encountered creature is simply travelling for counter and allow the situation to develop, encouraging the
some reason. Intelligent creatures might be moving house, relay­ players to do likewise. Some creatures, of course, will attack im­
ing a message, sightseeing, etc. Most times, they will appear in mediately, but many will be wary, especially if the party is large
front of the party, travelling in the opposite direction along the and obviously well-equipped. Remember to take into account
road. Wild animals and monsters are just ambling around; they differences in race and alignment, and to test for animosity and
are not hungry and will not attack unless provoked. hatred where appropriate, and be aware of the general plot of
your story - randomly encountered creatures can still be involv­
War-Party/Hungry: The encounter is with a war-party of ed in the adventure in a direct, though not necessarily central,
potentially hostile creatures. They are equipped and ready for way. Perhaps an opponent of the players' characters bribed the
war. Perhaps they are bandits, part of a raiding force, or even a bandits to attack them? Just as often, the encounter will be just a
large scale invasion. Possibly they are governmental forces look­ complete side-track. When a party is made up of adventurers of
ing for trouble makers or bandits. Animals and other non- differing races and alignments the worst result can be assumed.

112
NOll::>lS
lV8WO:l
THE SCENE OF BATILE Being clwged Dclailed Critical Hit Hit Loation
Paper Ground Plans Combat System Dam2gc
Model Scenery Models In Combat Critical Hit Chart Additional Damage
Improvised Scenery Combat Procedure Critical Effects Critical Hits
To Hit Modlfiers Arm To Hit Modifiers
POSITIONING AND Prone and Stulc UJJ!cts Head Weapons
DETECTION Body
Parrying Ordln2ry and Specialist
Summary Chart of Night Unarmed Combat Weapons
Leg
Vision DlsWlces Blows Sudden Dc2th Critical Hit Missile Weapon Chart
MORE ABOUT ROUNDS Armour System Spcdal Rules
The Order Within the Grapples Stuns Tunckccplng
Round Fire 2t Extreme Range
WINNING, WSING AND SPECIAL COMBAT
Actions FLEEING Mounted Combat
Sharpshooting
C21T)'ingl02ded
·
Movc Wmningand LosJng Striking Mounted UJJlcts �ns
Missile
Winning Slaln Mounts Mi5fircs
Combat Losing Non-HU1D211oid Op- Gunpowder Weapons
M2gic
'Wee-up
Fleeing Combat ponmts Bombs /.
Espcdally 1lill Opponents Flying Creatures
WEAPONS
• Drop
INITIATIVE AND
Ordinary and Specialist
Special Attacks froml.2rgc
Crcanm:s
Fllcn :as UJJ!ets
Fliers Using Missiles
�ns
SURPRISE Attacks from Flying Air-to-Air Missile Fire i
Ambush ARMOUR crcanm:s FlyingMounts
Bwstlng through Doon Body Areas and Armour
leather Armour
MISSILE FIRE
HAND-TO-HAND Combat Procedure WOUNDS AND
COMBAT SPECIAL DAMAGE D1'2W/Lo2d RECOVERY
Inld2ting Combat Additional D2m2gc Alm Light md heavy wounds
Clwging Critical Hits Flrc/I'hrow Medical 2tlCDtion

)
WARHAMMER FANTASY ROLE PLAY
•COMBAT•

ombat is an important part of the game - sooner or •POSITIONING AND DETECTION•


later your characters will have to fight for survival,
and their combat skills will make all the difference
between life and death. The following rules have Once the scene of battle has been established, the gamesmaster
been designed so that you can quickly resolve the can position the combatants, using models to represent the
results of blows and damage, and at the same time determine various characters and creatures. It is not strictly necessary to
where characters are hit and how badly they are hurt. The ex­ have models for all, or even any, of the participants -pieces of
amples will help you to learn how to conduct combat - it might paper or other improvised counters will do. Models, however,
be a good idea to fight out a few simple encounters before runn­ look much better, especially when skilfully painted and con­
ing your first game. verted.
The placing of the pieces is always left to the GM - even the
•THE SCENE OF BATTLE• players' own characters should be positioned as you indicate.
Players will often be tempted to place their models in an advan­
When adventurers encounter foes, the gamesmaster will need to tageous situation incompatible with what they have previously
make an impromptu scene of battle. This can be done on any said and done - don't let them get away with it! You should also
place the players' enemies. If you are unsure as to where exactly
small area of table - a square foot or so is generally all that is re­ to position antagonists, roll what seems a suitable dice to
quired. If the fighting is taking place inside a room or building, establish the distance between them. 4D6 yards is a fairly
you can indicate the position of walls, doors, windows, fur­ reasonable distance at which to begin a confrontation. In dark or
niture, etc. There are several ways of achieving this, and you can underground settings, bear in mind the maximum visibility
opt for any method that appeals to you. distances. See the summary chart below for details.
Paper ground plans: A piece of paper can be used as the scene The positions of wandering creatures must be determined ran­
of battle and any pertinent features may be drawn onto it. domly. Work out how many possible directions the creatures
Model scenery: Actual model scenery can be used, including can be coming from and roll an appropriate dice. For example, in
walls, doors and other items made from card or whatever. a corridor opponents can be coming from either in front or
behind the adventurers - roll a D6. 1, 2 or 3 indicates the
Improvised scenery: Scenery may be improvised from card, creatures are approaching from in front, 4, 5 or 6 that they are
books or anything at hand. approaching from the rear. Outdoors, nominate one direction as
twelve o'clock and roll a D12. The score indicates the position
from which the creatures are approaching in terms of a clock
face.
It is also important to take into account who can see what. If one
side can sneak up to the enemy undetected, they will gain the
advantage of surprise, while if neither side knows that the other
is there, the encounter might never happen! A lot of this will de­
pend on the circumstances - whether there are any walls, trees


or buildings in the way, for example - and you will have to make
your own decision in each case. In the dark, either at night or in
_unlit underground passages, Night Vision will play a great part.
The following chart should be useful in such cases:

SUMMARY CHART OF NIGHT


VISION DISTANCES
Basilisk 20yards Lizardman 30yards
Bat 15 yards Ore l0yards
Bat,Giant 20yards Ore, Black l0yards
Beetle,Giant 20yards Owl 50yards
Cat, Wtld 20yards Owl,Giant 50yards
Dragon 20yards Pack Wolf 15 yards
Dwarf 30yards Rat l0yards
Eagle 20yards Rat,Giant 20yards
Elemental As Daylight Rat, Rock 15 yards
Elf-Wood 30yards Scorpion,
Elf-Sea 20yards Gi2nt l0yards
High 20yards Skaven 30yards
Fimir 15 yards Snake 20yards
Fox l0yards Snotling l0yards
Goblin l0yards Spider,Giant l0yards
Gnome 30yards Stoat l0yards
Halfling 20yards lioglodyte 30yards
Hobhound l0yards Undead As Daylight
dra 20yards Wolf 15 yards
J1!b berwock 20yards

115
SECTION 3: COMBAT

•MORE ABOUT ROUNDS• Magic: Most magical operations take an entire round to put in­
to effect (see Magic).
The round is the basic unit of time used in combat, as well as in 'lake-up: Characters can draw a weapon from a scabbard or
other situations where it is important to keep track of a lot of pouch, or open a bag and take out an item, such as flask of water
things that are happening all at once. During a round, a charac­ or a handful of coins. Putting away such an item also counts as a
ter can accomplish roughly what a real person would be able to take-up. The GM may optionally decide to allow instant take-up,
do in ten seconds. Of course, confusion, panic, and indecision so that the action takes no time at all; this will speed up-the
all play a part, so don't expect a character to achieve very much game, but there are times when it can be more interesting to treat
during a round. take-up as an action. For example, a large and unpleasant
Obviously, if an adventurer was fighting an Ore, in reality the monster is bearing down on the party, and one character has an
Ore and the character would move at the same time, swop blows item in his rucksack which will deal with it. It might be buried at
simultaneously, and do whatever they wanted to do all within the bottom and take longer to find. The character rummages
the same brief ten second space. However, for practical purposes frantically through his rucksack, and meanwhile the monster is
we deal with each combatant in tum. getting closer...
The Order Within the Round: During the ten second round, Whether you allow this or not depends on what sort of a game
each character takes an individual tum. The character with the you want. Hyou want a fast moving, exciting, but slightly
highest Initiative has the first tum, followed by the character abstract game, then it is best to allow instant take-up. If you want
with the second highest, then the next highest and so on. a more realistic, but inevitably slower game, then you might rule
Monsters, NPCs, hirelings and all characters, whether on the that items not immediately to hand can only be taken up on a
GM'� side or the players' side, take their tum in strict rotation. successful Initiative test, or that they take 06 rounds to find.
Exampl e Drop: Remember, each character has only so many hands, and
Three adventurers, a Ha/fling (Initiative 40), an Elf(I 60) and cannot hold a torch and a weapon in the same hand. Putting
a Dwarf(I 20) confront 3 Ores (I 30). Tbe turn order would be away items, sheathing swords, or even swopping hands, is
Elf, HaljUng, Ores and finally Dwarf equivalent to a take-up action. Often, players will want their
characters to simply drop something that they are carrying tn
Characters may elect to go later in the round than their Initiative order to get round this problem. This is acceptable, but a drop­
indicates, but may never go earlier. They may wish, for example, ped item may suffer damage. Dropping an item takes no time at
to see what someone else is doing before they commit all, and the character is free to perform any other action.
themselves to an action. Initiative indicates the earUest time in
the round when characters can act, but does not force them to Dropped candles and torches will go out 75 % of the time. Drop­
act at that time. ped lamps and lanterns will go out 50% of the time. A lamp or
lantern which does not go out has a 25% chance of catching fire,
Where opponents have the same initiative score, their actions causing a pool of burning oil 2D4 feet in diameter, lasting for D4
will take place at the same time. So, if two such characters were rounds. This causes 2D4 wounds per round (sec Fire).
fighting, and one killed the other, the 'dead' character would
still get his attack. Damage on other items can be left to the GM to determine under
the circumstances.

•INITIATIVE AND SURPRISE•


In an encounter, it often happens that adversaries are met sud­
•ACTIONS• denly, without prior warning of their presence. For example,
robbers might burst out from behind bushes. Sometimes adven­
Once you have established who goes first, the next thing is to turers will be able to attack their own enemies in a similar way.
find out who does what. Here is a list of basic options. There are This is calledsu,prise.
plenty of other things that characters might (and will!) try to do Hcharacters or creatures are confronted by opponents of which
in a round, and GMs should judge each case on its individual they were previously unaware, they will be surprised. Characters
merits, and decide whether the character will be able to perform will be aware of opponents if they hear them, if they see them
a given task in ten seconds or less, bearing in mind the circum­ (or their lights), or if they detect them by magical means, but not
stances at the time. Players should have a free choice of action if they merely think someone/thing might be there.
for their characters at any time, but you must make sure that the
action is possible; no flying through 2-foot-wide pipes, no arm Surprised characters and creatures may do absolutely nothing
wrestling with dragons, and no sudden references to skills, trap­ for one round, whilst their enemies have a 'free round' to act in.
pings or other ideas that the character doesn't actually have.... Often, both parties will be surprised, neither expecting the
other to be present. In such a case both sides stand and gawp for
Move: Rules for movement are given in the section on Moving. the equivalem of a round, and then rounds continue as normal.
Hthis brings characters into base-to-base contact with an enemy,
they are engaged, and may only follow the move with the com­
bat orflee combat options. •AMBUSH•
Charge: Characters who are not already engaged may initiate
combat by charging. To do this, characters must be within their In an ambush, either the adventurers or their enemies are hid­
Move score, in yards, from the target of the charge (see Move­ den, and gain su,prise automatically. The sequence runs as
ment). Therefore, a character with a Move score of 3 could follows:
charge from a maximum distance of 3 yards. Having moved, the 1. Hidden characters/creatures reveal themselves - denoting
character may then strike a blow in the normal way. Charging the end of a round
characters receive a + 10% modifier to WS scores for the first 2. The ambushers have a free round
blow they strike in combat. 3. Normal rounds continue
Missile: So long as characters are not already engaged in hand­
to-hand combat, they can fire a missile weapon, such as a bow
or crossbow, or throw a spear, axe or other throwing weapon. •BURSTING THROUGH DOORS•
Normally only one missile attack can be made during a round
(there are exceptions - see the Missile Weapons Chart). When characters burst through a door into a room, they may
Comba t: In hand-to-hand combat characters may strike as surprise anyone or anything in the room. This depends on
many blows as they have Attacks. several things: whether the inhabitants of the room have been

116
SECTION 3: COMBAT

forewarned by sentries or alarms, how quiet the party has been Characters can be represented by models which can be moved
in approaching the door, and so on. Obviously, if the party has into base-to-base contact when characters enter combat.
spent the last fifteen minutes hammering the door down,
anyone on the other side of it is unlikely to be surprised when it Characters may only strike blows and/or parry within the area
finally bursts through! You should use your own judgement in designated as thefront of the model. This will vary depending
these cases, but it's usually just a matter of common sense. on the shape of the base and the direction the model is facing
(see diagram): When a character charges, the player moves the
model so that the front of its base touches the nearest edge of
•INITIATING HAND-TO-HAND COMBAT• the opponent's base. The opponent's model may then be turned
to face the attacker. If the target is surprised, or is already engag­
ed in combat, it may not be turned to face the charge. Charging
Characters within their standard move distance of an enemy may characters must move straight towards their target. They cannot
initiate combat by moving into physical contact with them. This sneak around the back and then charge during the same round -
is the normal w:ry to initiate hand-to-hand combat. although they may position themselves in one round and then
charge in the next. Where it is debateable whether a charger
Charging: Characters moving into combat over a distance should go for the front, side or r ear of an opponent, the
which is equal to or less than their M characteristic in yards, are gamesmaster must apply common sense.
deemed to be charging . They may both move and strike a blow
-with a bonus of 10% to WS - in the same round. Charging •HIT l.OCAI'ION•
means that the character has a certain psychological edge, and
will derive a physical advantage from the force of impact. __,f--------,----f..,.....OJ.IS JlEAD

Being Charged: Characters with low Initiative scores will fre­


quently find themselves charged before they have a chance to
react. Because their opponent has initiated combat, they cannot
move during their individual turn unless they wish toflee com­
bat). Sometimes, combatants have equal Initiative scores - in
which case they can both charge at the same time. When this
happens, both characters count as charging and receive the ap­
propriate bonus (sec 1b Hit Modifiers).
Combat: Once in combat, characters will usually continue to
battle it out with their opponent until one or the other is killed
or forced to flee combat (see12tcr). Characters may flee from
combat during their individual turn if players announce their in­
tention to do so at the beginning of the round - the characters
can be assumed to have turned away without striking a blow.
This should be regarded as a last resort, however, as fleeing
characters will almost certainly be struck as they tum.
Round 1 - Character A (Initiative 14) charges character B (113)
and strikes a blow. Character B then strikes back.
Round 2 - Character A strikes a blow
Character B strikes a blow

19
•MODELS IN COMBAT•
t ------<

"----·""'· ,\�-� .. ....,..,._laab'ffdy


• r� tK n::w • from lhc rear t. � ftoai t:bc; d6e.

117
SECTION 3: COMBAT

•COMBAT PROCEDURE• of combat against the same oppo­


nent, include this +10 bonus (see
Winning and Losing- below).
During their tum, characters may strike as many blows against Obstacle -10 Opponents behind a hedge, wall or
the enemy as they have Attacks. A blow can be struck by any similar obstacle, are harder to hit. In
weapon held in either hand, but holding additional weapons some cases they will be impossible to
does not increase the number of Attacks. The character with the hit, but assuming that combat is
highest Initiative strikes first. Characters with equal Initiative possible, include a -10 penalty.
scores strike blows simultaneously, except that characters who
are winning may always strike first if Initiatives are equal (see Using a Weapon -10 Characters are assumed to be right­
Winning Combats). Wrong-banded handed unless the player states other­
wise during the generation stage and
To work out whether a blow hits and causes damage, procede as makes the appropriate note. Blows
follows: struck with the left hand suffer this
• 1. Roll a Dl00 to see if the character's blow hits. If the roll is penalty. This does not apply if a
equal to or less than tbe character's WS, a bit is scored. character has the Ambidextrous skill.
Otherwise the blow misses and nothing happens. Unarmed -20 Creatures which normally use
2. Hits cause damage on the target. 1b determine how much, weapons suffer this penalty when
roll a D6, add the attacker's Strength and Deduct the vic­ trying to kick, punch, etc. This does
tim's 1bugbness. not apply to creatures with normal
unarmed attacks, such as bite, claw,
3. Determine where the blow has landed. To do this, take the etc, or to characters with unarmed
number rolled to attack, and reverse the two figures (for combat skills such as Street Fighter
example, if a player rolled 27, reversing the numbers and Wrestling.
would give 72) and consult the following table:
01-15 Head
16-35Right Arm •PRONE AND STATIC TARGETS•
36-55LeftArm
56-S0Body Turgets which are not moving are considerably easier to hit than
81-90Right Leg targets that are dodging, weaving and hitting back. Prone and
91-00Left Leg static targets, such as doors, treasure chests, sleeping or un­
conscious enemies, can be hit automatically, and damage caused
Note that this diagram refers to humanoid creatures on is doubled. When attacking a prone or static creature,
foot; when fighting mounted or non-humanoid creatures, characters can choose the body area they wish to strike, and hit
refer to the sections Mounted Opponents andNon­ it automatically.
Humanoid Opponents as appropriate.
4. Deduct the value of any armour from the amount of
damage to give the actual damage caused. So, for exam­
ple, a character wearing a helmet worth one point of ar­
mour is hit on the head for three points of damage, which
equals 3 - 1 = 2 points of damage caused. •PARRYING•
5. The damage received is deducted from the target's
Wounds characteristic. A separate space is given on the Any character carrying a suitable weapon may attempt to parry
record sheet for players to record Wounds. As Wounds against a damaging blow. Roll a Dl00 - if the score is less than
may be recovered later, it is messy and rather inconvenient the parrying character's Weapon Skill, then D6 damage has been
to alter the Wounds column of the profile itself. Any stopped by the parry.
critical hits are noted.
Characters who attempt a parry lose their next attack whether or
6. The effect of any critical hits is resolved on the Critical Hit not tbe parry succeeds. Characters can attempt to parry as many
Chart appropriate for the body area struck. blows in a round as they have Attacks, but each parry attempted
7. If the attacker has more than 1 attack, repeat 1-6 above for uses up one Attack. Characters can only attempt to parry each
each blow in tum. individual blow once - a character with 2 Attacks cannot parry
twice against the same blow.
Weapons suitable for parrying are:
•TO HIT MODIFIERS•
One and two-handed swords, ·maces and axes, and flails
In some situations, it can be easier or more difficult to hit an op­ with handles; shields; spears; staffs; all parrying weapons -
ponent, for various reasons. The chart below lists the most com­ bucklers, sword-breakers, left-handed daggers, etc.
mon instances, but there will be many other situations during
the course of a game when the gamesmaster will wish to modify Characters are allowed to parry with shields, even though
a character's chance to hit an opponent. You should feel free to shields are normally treated as armour. This does not affect the
impose modifiers as you see fit, taking the examples below as armour value of the shield in any way. Because shields are fairly
guidelines: large and cumbersome, characters parrying with a shield lose all
of their following attacks. However, the size of a shield, and its
Charging +10 A character who initiates combat ability to absorb punishment, does mean that the parry stands a
during that round by charging better than average chance of success. Characters parrying with
receives the +10 hit bonus for that a shield may add +20 to their WS for purposes of the parry.
round only.
Creatures controlled by tlte GM do not usually parry, but those
Advantage of +10 Characters who are higher up than with an Intelligence of over 30 may parry if you wish.
Ground their opponents - standing on a table,
at the top of a flight of stairs or on a Example
sharp rise of ground, for example - Clem Sbirestock is escorting a merchant caravan through ban­
can claim this bonus. It cannot be dit country. One night, as be is patrolling in tbe darknessjust
claimed just because one character is outside tbe perimeter oftbe camp, a nervous guard mistakes
· taller than another. him for a bandit and attacks him
#
Winning +10 If a character won the previous round

118
SECTION 3: COMBAT
Tbe GM rolls the dicefor the guard, and determines that 5
points ofdamage are caused by the attack. Clem's player
•FLEEING•
decides that be will parry the attack with bis sword - after all,
be doesn't want to kill tbe guard-and rolls a DJOO. Clem's Characters may flee combat voluntarily, or may be forced to do
Weapon Skill is 38, and the dice score 34 - a successful parry. A so by a critical hit for example. Characters who are forced to flee
D6 determines that 4points ofdamage were stopped, leaving combat do so on the next round, in their normal individual tum
only 1 point to be deductedfrom Clem's Wound Scores. - but are considered to be fleeing from the moment the result is
rolled. For characters to flee of their own volition, the player
must have declared that the character is doing so at the beginn­
•UNARMED COMBAT• ing of the round, and the character is considered to be fleeing
from that moment.
Blows: Creatures which normally use weapons may fight
unarmed but are less effective. They suffer a -20 penalty to hit Fleeing characters tum their back to the enemy and move direct­
and a -2 penalty on the damage they cause. ly away from the combat. The move can be at cautious, stan­
dard or run rate - but is intended to place the character beyond
Armour: Unarmed combat damage is also modified by armour. harm and so will usually be a run. Many of the critical hit chart
If the target is wearing metal armour, the armour value is doubl­ flee instructions specify a move rate - usually cautious. Whatever
ed; 1 point of armour counts as 2 points, 2 as 4, etc. the move rate, the character may do nothing else that round.
If the target is wearing leather armour, 1 point is added to the ar­ Any characters or creatures fleeing from combat are open to
mour value; 1 point of armour counts as 2, 2 as 3, 3 as 4, etc. attack. Each opponent may strike one blow at their back, no
matter how many Attacks they have, and regardless of normal
Grapples: An unarmed character may elect to grapple rather tum sequence. These 'free' attacks are resolved normally, with a
than cause damage. The -20% modifier to WS still applies + 10 bonus for winning. Since the target's back is turned, no par­
(unless the character has Wrestling skill). If the attack is rying may be attempted, and shields provide no protection.
sucessful, the opponent must make a successful Dexterity test or Other armour gives protection as normal.
be immobilised in a hold. During the round in which an opponent flees, the victor must
Once the opponent is held, both characters count as prone remain stationary - or at least do no more than tum to meet a
targets, and neither may undertake any action except maintain­ fresh charge (assuming the character has not now been surpris­
ing or resisting the hold. The holder has the option to loose the ed), or continue to fight normally if engaged by another oppo­
hold at any time, but while the hold is maintained each comba­ nent. The attack against the fleeing character is free, and the
tant must make a Strength test every round: victor may make the normal number of attacks against any other
opponents.
If both combatants succeed or both fail, the hold is maintain­
ed for that round, and nothing else happens.
If the holder succeeds and the held character fails, the holder •WEAPONS•
has the option to apply pressure, causing damage as for a normal
blow. There are many different kinds of weapons, but they all tend to
If the holder fails and the held character succeeds, the hold is have the same basic purpose and very similar effects. The effect
broken and the held character escapes. of most weapons is dependent on the individual skill of the
wielder rather than on some property of the weapon itself.
However, some weapons are especially difficult to use, and these
are called specialist weapons. Specialist weapons can only be
successfully employed by characters with the appropriate
Specialist Weapon skill. Unskilled characters attempting to use
specialist weapons are considered to have a WS of 10, and the
gamesmastcr can impose a Risk test or some other penalty if
•WINNING AND LOSING• there is any chance of the unskilled character being hurt.
Weapon modifiers are summarised in the table below.
Once the round is over, it is necessary to calculate who is 'winn­
ing' each combat. In a straight one-to-one fight, the character Ordinary weapons include the following:
causing the most damage is deemed to be winning - the other Hand Weapon: This broad class includes one-handed axes,
character is said to be losing. A character who is winning a com­ swords, clubs, maces and hammers. These weapons are all com­
bat gains a. + 10 attack modifier on the following round only. parable in use and effect, and no distinction is made between
This still applies where a single character is figh�g more than them in the rules.
one opponent. Characters can only be said to bci winning if they Knife/Dagger: Knives and daggers have blades less than 18"
have caused more damage in total than they hav,c received. long, and usually about 6". They are easy-to-use, but cause less
Where the amount of damage caused/received is equal (or none) damage than a sword.
neither side is winning.
Spear: Spears comprise a pointed head mounted onto a shaft.
Characters winning a combat can be assumed to be forcing their Spears up to 6' long can be thrown as well as used to thrust and
opponent(s) into a defensive posture, being beaten back before a stab. Spears give their user a slight edge in combat so long as the
hail of blows. To indicate this, the model representing the losing opponent does not slip past the spear point. They are also useful
character is moved away from the winning character by two for keeping mounted or aerial opponents at bay.
yards (ic, the model is moved l"). The opponent has not turned
and run away, but has stepped or shuffled back in the face of the Improvised: Where would our adventurers be without bot­
onslaught. If it is not possible to move back, then the model re­ tles, chair legs, crockery, stuffed animals, etc? If they can pick
mains stationary, but is still losing. something up, they can hit somebody with it! Improvised
weapons are poor ly balanced, and cause less damage than pro­
Characters who are winning a combat may press the attack by per weapons.
following their retreating opponent, in which case the model(s)
is moved at the beginning of the ne:x:t round (irrespective of tum Specialist weapons include the following:
order) so that both models are still in base-to-base contact again. Hand-and-a-half Sword or Bastard Sword: This is a large
The winning character does not have to press the combat, but sword, capable of being used either in one hand, or in both
can move away or perform other actions - there is no penalty for hands like a double handed sword. Although a relatively slow
this. If the winner decides not to press his attack, the losing and clumsy weapon, it causes considerable damage
character is temporarily thrown off-guard, and may not do
anything in the remainder of that round other than tum to meet Double-handed Weapon: As with hand weapons, this is a
a fresh attack. large category which includes a variety of two-handed weapons,

119
SECTION 3: COMBAT

all of which have comparable effects. Swords, axes, maces, flails, poses, these weapons all have the same effect. Combat with fist
hammers and picks all have two-handed versions. Note that two­ weapo_ns is conducted as normal Unarmed Combat, but the
handed flails require both Specialist Weapon - Flail Wnpons and penalties are halved, giving a -10 attack modifier and a -1 damage
Specialist Weapon - Double-handed Weapons skills to use modifier.
properly. Although not strictly fist weapons, garottes and other strangling
H alberd: The halberd is a he:wy bladed pole-arm that com­ weapons have the same attack modifier (although their wielders
bines the effects and appc;u-ance of a spear and double-handed will normally have the advantage of surprise). If the attack is
axe. It is difficult to use but very effective. successful, the damage is calculated with the normal-I modifier,
but no further attack rolls need be made - damage is caused
Quarter Staff: The staff is a useful weapon in the hands of a automatically each round until the victim is dead, or until the
skilled character, and has the advantage of not appearing to be a victim escapes by making a successful Strength test.
weapon at all!
Flall: The flail consists of one or more pieces of heavy chain
fixed to a handle. Some flails incorporate spiked balls to add to
the effect, and are known as morning stars. They are difficult
weapons to use, clumsy and dangerous, but very deadly indeed.
A double-handed flail is a 12rger, and even more clumsy version
of the single-handed flail.
Rapier: The rapier, or foil, is a lightweight sword intended for • WEAPON MODIFIERS•
fencing. It is a very deft and agile weapon in the hands of an
expert. Weapon modifiers are optional to the main rul�. Do not use
Buckler: The buckler _is a very small shield used both to parry them if you feel they would slow down the game, or make
an opponent's blow and offensively to smash or stab. Many procedures over-complex. An experienced GM and players
bucklers have spikes or heavy studs for just this purpose. may find them useful.
Left-hand Dagger: This is a long dagger, used in the left hand. The following chart lists the modifiers for a range of
It is popular with Duellists, and can be used either to parry or weapons. The modifiers are as follows:
attack.
Sword-breaker: This is a variant of the left-hand dagger, fitted Weapon Initiative To Hit Damage Parry
with a heavily serrated edge intended to catch and break an op­
ponent's blade. Successful parries made with this weapon will Hand Weapon
snap an opponent's sword or dagger if the wielder makes a suc­ Knife/Dagger +10 -2 -20
cessful Strength test. Broken swords count as daggers, and spear• +10/+20 +10••
broken daggers count as improvised weapons. Improvised Weapons -10 -2 +10
Bastard Sword -10 +1
Lance: The lance is a long, weighted spear, used only from 2-Haoded Weapon -10 +2
horseback. It is a powerful weapon in the charge, but too large Halberd· +10/+20 -1010•• +2
and clumsy for protracted combat. Quarter Staff -1
Net: Nets are made from a heavy cord or rope, and are often us­ Flail -10 +1 -10
ed to deflect blows or to confuse or entangle an enemy. They can 2-Haodcd Flail -20 -20 +3 -10
be used in hand-to-hand combat or thrown up to four yards. In Rapier +20 -1
close combat they can be used either as shields (in which case Buckler -2 +20
they count exactly as shields), or to entangle an opponent. Only Left-handed Dagger -2 -10
a single creature may be bit, and creatures which are bit are en­ Sword-breaker -2 -10
tangled unless they make a successful Initiative test. Entangled Lance••• +20 +10 +2 -20
creatures count as prone targets for further hits, and may not at­ Net -10 -10
tack, although they may attempt a Dexterity test each round to Whip -10 -2 -20
disentangle themselves, or a Strength test to burst their way out
of the net. This class of weapon also includes heavy cloaks,
which may be used in a similar way.
Fist Weapon: There are a variety of fist weapons, including
mailed fists, knuckle-dusters and meat-hooks. For general pur-

120
SECTION 3: COMBAT

•ARMOUR•
Armour absorbs damage. W hen characters are hit, the number
of Wounds caused is reduced by any armour they are wearing
on the body area struck. A record of any armour worn should
be kept on the character sheet together with any assoclatcd
reductions to movement (sec Armour and Encumbrance).

• BODY AREAS AND ARMOUR•


The chart below lists the wrious common types of armour
and indicates which body areas they will cover. Shields
cover all areas, not because they are big, but because
they are mobile.
Note down on your character record sheet any armour that
your character is wearing, and add up the number of armour
points for each body area. Note that characters may not wear
more than one of any piece of armour - a character cannot
wear two helmets, two mail coats, ctc!
- A character can wear leggings as well as having a mail
coat - which gives two armour points on the legs. At the
GM's option a character may suffer a -10 penalty to I when
doing so.
- A character can wear a metal breastplate on top of a mail
shirt or coat - which gives two armour points to the body.
- A character can wear a helmet on top of a coif - which
gives two armour points on the he:ad.
-A character can wear plate arm braccrs over a sleeved mail
shirt or coat, or over mail arm braccrs - which gives two
armour points on the legs. At the GM's option, a character
may suffer a -10 penalty to I when doing so.
These are the only cases in which pieces of armour can be
worn over one another.
Armour Type APAftaCOftffd Armour Type AP Ara Coftftcl
Shield 1 All Breastplate Body
Mail Shin 1 Body Plate or Mail
Slccffll Mail Shirt 1 Body/Anm Arm Bracer Arm
Mail Coat 1 Body/1.cp Plate or Mail
Slccffll Mail Coat 1 Body/Arms/Legs Lcglnp 1
Mail Coif 1 Head Helmet 1 Head

• Spcan md b2lbcrds lttd-.c a + 10 Initiative bonus during the flm round


of combat md during sub9cqucnt rounds if the user ls winning. If tbdr
opponent ls mounted, they lttd-.c a + 20 lnitiati-.c bonus during the flm
round of combat :uid sub9cqucnt rounds if winning.
• • Against :aerial c:ombalaDII only.
• • • The l:uice ls only fully cffccti-.c when mounted :and cbargtng. In all
other cin:umstances the butt end of the l:uicc ls used with the same effect as
a band weapon.

121
SECTION 3: COMBAT
Once a character's Wounds total reaches zero, it never goes
•LEATHER ARMOUR• below this figure - all additional wounds are checked on the
critical bit table. Occasionally a character will recdve a critical
Poorer characters may not be able to afford expensive metal ar­ hit that results in him or her taking additional Wounds per
mour, in which case they can make do with quilted, padded or round until medical attention is received. Each round, the GM
leather armour. Armour of this kind is quite effective at stopping determines the number of wounds received, and then refers to
minor damage by deflecting cuts or absorbing the impact or the Sudden Death Crlttcal Hit Table. This table results in either
light blows. However, it is less effective at stopping heavy blows instant death or no effect. A character receiving a no effect
or penetrating thrusts. To reflect this, leather armour is given result is still suffering from the original critical hit, and the GM
variable armour points - written as 0/1. This means blows caus­ must check the character's fate each round, until medical
ing up to 3 points of dalmge are reduced by 1, but blows causing
4 or more damage points are not reduced at all. So,.a character assistance is received - ie a character with Heal Wounds skill
wearin� a leather jack and hit on the body by a blow causing successfully performs first aid. Note: Wounds recdved in this
two pomts of damage would reduce the damage to one because way are not cumulative - the character's Wounds total stays at
of the armour - but if the same character had been hit for five zero, and all subsequent damage is simply an indication of the
points, the armour would have given him no protection. column to be checked on the Sudden Death Table, for that
round.
Armour'l'ype Armour Points Area Covered
Leather Jerkin 0/1 Body
•CRIDCAL HIT CHART•
Leather Jack 0/1 Body/Arms
Leather Coif 0/1 Head

Leather armour worn underneath metal armour confers no addi­ DlOO


tional protection; it merely affords a greater level of comfort roll +l +2 +3 +4 +S +6or more
protecting the wearer from the chafmg of bare metal.
01-10 1 3 5 7 n• 14·
•ADDITIONAL DAMAGE• 11-20 2 4 6 9• 13• 15
21-30 3 5 5• 14• 16 16
Sometimes, a lucky or powerful blow will penetrate right to the 31-40 4 7 10· 13 • 15 15
very vitals of a target, causing greater than normal damage or
even death. When any creature rolls a 6 on the damage die 41-50 5 9• 14 · 16 16 16
(before all modifications), there is a possibility that such a blow 51-60 7 12• 15 15 15 lS
has been struck. 61-70 9• 16 16 16 16 16
The player rolls a D100 a second time; if the number rolled is 71-80 11• 15 15 15 lS 15
equal t,9 or less than the character's Weapon Skill, additional
damage has been caused. Another D6 is rolled and the result 81-90 16 16 16 16 16 16
added to the first die roll. 91-00 15 15 15 15 15 15
If the second die roll is also a 6, don't make another WS test, • Tbe victim mustflee combat ifit ispossible to do so • see
merely roll another D6 and so on until a number less than 6 is Fledng Combat
scored.
The total damage is modified in the usual way, adding strength
and deducting Toughness and armour to get the damage caused.
Additional damage is only caused on an unmodified roll of '6'. A
character cannot use Luck skill to cause additional damage.
•CRIDCAL EFFECTS•
ARM
1 Your opponent pulls the arm back to avoid serious injury,
A target can absorb dalmge up to its Wounds total without but drops anything held in that hand in the process.
penalty. This characteristic represents a 'buffer level', and only 2 Your blow skins your opponent's knuckles, painfully but
once this has been destroyed is real damage incurrerd. Damag­ not seriously. The arm may be used normally, but anything
ing blows which exceed a character's Wounds total are referred held in the hand is dropped.
to as crlttcal bits and often incapacitate or kill the target. The
Critical Hit Chart is used to determine the effects of such a 3 Your blow strikes your opponent's hand, incapacitating
blow. For example, 5 points of damage caused to a character the hand for the next round only and causing any object
with only 2 remaining Wounds reduces the character's Wounds held in the hand to be dropped.
to zero and causes a + 3 critical bit. 4 Your blow strikes your opponent's hand, dislocating the


wrist. Anything held in that hand is dropped, and the
hand is incapacitated until medical attention is recdved.
. 5 Your blow strikes your opponent's band, shattering the
fmgers. Anything held in that band is dropped, and the
.
.
hand is incapacitated until medical attention is received.
6 Your blow strikes whatever your opponent is holding in
that hand (generally a weapon or shield), shattering it
completely. The object is destroyed, and the limb is numb­
When a character takes a critical bit, consult the appropriate ed and incapacitated for D6 rounds.
column of the Critical Hit Chart and roll D 100 to determine 7 Your blow misses your opponent's bead by a fraction of an
the critical efect. The number of the critical effect can then be inch, striking die shoulder and dislocating it. The arm is
referred to in the appropriate Critical Effects list. incapacitated until medical attention is recdvcd.

122
SECTION 3: COMBAT

8 Your blow opens a deep wound in the arm, cutting beneath any helmet. Scalp wounds are notorious for
through muscle and sinew. Anything held in the hand is bleeding, and blood flows down into your opponent's
dropped, and the arm is incapacitated until medical atten­ eyes, giving a -10 modifier to 'to hit' rolls until medical at­
tion is received. tention is received.
9 There is a sickening crunch as your weapon smashes the 8 Your blow strikes your opponent's jaw, breaking the
bones of your opponent's forearm. Anything held in the jawbone and causing the loss of several teeth. Dazed by
hand is dropped, and the arm below the elbow is in­ the shock, your opponent may do nothing except parry
capacitated until medical attention is received. for the next round; thereafter, the pain and the necessity
10 There is a sickening crunch as your weapon smashes your to spit out blood and teeth cause your opponent to attack
opponent's upper arm. Anything held in the hand is drop­ at -10 until medical attention is received.
ped, and the arm is incapacitated until medical attention is
received. 9 Your blow destroys one of your opponent's eyes (deter­
mine which one randomly, if necessary). Your opponent
11 The target's arm is smashed, and an artery is severed. may do nothing at all next round, and attacks at -10 until
Anything held in the hand is dropped, and the arm is in­ medical attention is received. Any sight-related skills are
capacitated until medical attention is received. Additional­ lost, including Night Vision bonuses, and BS is reduced by
ly, your opponent loses 1 Wound per round until medical 20 points (subject to a minumum score of 5).
attention is received. Roll any further criticals on the Sud­
den Death Critical Chart below. 10 Your opponent is concussed, and may do nothing for D4
12 Your opponent stares with horror as blood pumps from hours or until medical attention is obtained.
the mangled stump of the wrist. Anything held in the
hand is dropped (along with the hand itself), andzour op­ 11 Your opponent is severely concussed, and may do nothing
ponent falls unconscious to the ground, losing D for Dl0 hours or until medical attention is obtained. Addi­
Wounds per round until medical attention is received. Roll tionally, your opponent must test against Toughness or
all criticals on the Sudden Death Critical Cbartbelow. lose 10 points from each percentage characteristic as a
result of lasting brain damage.
13 Your blow tears off your opponent's arm at the elbow,
splintering bone and mangling flesh. Your opponent col­ 12 Your blow ruptures your opponent's carotid artery, and
lapses and may do nothing until medical attention is ob­ both of you are drenched in a fountain of blood. Your op­
tained. D4 Wounds are lost per round meanwhile. Roll all ponent collapses, and will bleed to death in D4 rounds
criticals on the Sudden Death Critical Chart below. unless medical attention is received.
14 Your blow tears off your opponent's arm at the shoulder.
Your opponent collapses and may do nothing until 13 Your blow strikes the poinf of your opponent's jaw, forc­
medical attention is obtained. D6 Wounds are lost per ing the jawbone upwards and into the lower part of the
round meanwhile. Roll all criticals on the Sudden Death prain. Your opponent collapses and will die in D6 rounds
Critical Chart below. unless medical attention is received. If the medical atten­
tion is successful, your opponent must test against
15 Your blow destroys your opponent's shoulder joint almost Toughness or lose 10 points from each percentage
totally - the arm hangs limply, a mass of tattered and pulpy characteristic as a result of lasting brain damage.
flesh with protruding fragments of bone. By chance, one
of the bone splinters has severed a major artery, and after a 14 Your blow hits the neck, smashing the vertebrae. Your op­
fraction of a second your opponent collapses, with blood ponent falls to the ground, twitches for a couple of
pouring out from the ruins of his shoulder. Death from seconds, and then lays still.
shock and blood loss is almost instantaneous.
16 Your blow smashes through the arm and into the chest, 15 Your blow shatters your opponent's skull. Death is instan­
caving in one side of the ribcage. The arm is completely taneous.
destroyed, and blood showers yourself and your oppo­
nent. Your opponent collapses dying almost instantly 16 Your opponent's head flies off in a random direction, lan­
from ,hock ,nd blood. ding 2D6 feet away.

BODY
1 Your blow crashes into the chest. Winded, your opponent
HEAD may do nothing except parry in the next round.
1 Your opponent ducks as your weapon whistles past the 2 Your blow strikes the groin. Doubled up in agony, your
side of his head, saving his life, but losing the tip of one opponent may do nothing at all for the next round.
ear, which is tom off. Your opponent may make no attacks
in the next round, but may parry; thereafter combat pro­ 3 Your blow strikes the chest. Knocked to the ground, your
ceeds as normal. opponent may only parry for the next D4 rounds until
A glancing blow stuns your opponent, who may do back upright.
2
nothing except parry in the next round. 4 Your blow lands with some force in the groin. Your oppo­
3 Your blow stuns your opponent, who may do nothing ex­ nent is knocked to the ground, dropping any hand-held
cept parry for the next D4 rounds. object, and may do nothing except parry with a shield (if
applicable) for the next D4 rounds until upright again.
4 Your blow stuns your opponent, who is dazed and may do
nothing at all for the next round. 5 Your blow lifts your opponent into the air and then to the
5 Your blow stuns your opponent, who is dazed and may do ground. Your opponent is stunned for D4 rounds, coun­
nothing at all for the next D4 rounds. ting as a prone target, and may only parry for another D4
rounds until back upright.
6 Your opponent is knocked down and dazed, will count as
prone for the next round, and may do nothing except 6 Your blow smashes several ribs. Your opponent may do
parry for the next D4 rounds while climbing 6ack upright. nothing for the next round, and attacks at -10 until
7 Your blow opens a flesh wound in your opponent's scalp - medical attention is received.

123
SECTION 3: COMBAT
7 Your blow smashes your opponent's collar-bone. The pain ment allowance and Initiative are halved until medical at­
reduces all characteristics by 1 or 10 points as appropriate tention is received.
until medical attention is received.
8 Your blow opens a deep wound in the leg, cutting through
8 Your blow fractures your opponent's hip. The pain muscle and sinew. Your opponent is knocked down (sec 3
reduces all characteristics by 1 or 10 points as appropriate, above), and loses 1 Wound per round from heavy
and movement allowance is halved until medical attention bleeding. Roll all criticals on the Sudden Deatb Critical
is received. Your opponent must test Initiative each round Chart below.
or fall over (counts as a prone target, may only parry for
the next D4 rounds until upright). Skills such as 9 The target's thigh is smashed, and an artery is severed.
Acrobatics, Dance, Flee, lrick Riding, and Scale Sheer Sur­ Your opponent falls to the ground (see 3 above), and may
face are lost until medical attention is received. only rise when a successful Initiative test is made. Addi­
tionally, the target loses 1 Wound per round until medical
9 Your blow strikes the abdomen, and your opponent col­ attention is received. Roll all criticals on the Sudden
lapses unconscious, losing 1 Wound per round through in­ Death Critical Chart below.
ternal bleeding until medical attention is received.
10 Your opponent's ribs are shattered, and a shard of bone is 10 There is a sickening crunch as your weapon smashes the
driven into one lung, causing it to collapse. Your oppo­ bones of the target's hip and thigh. Your opponent is
nent falls unconscious, losing D4 Wounds per round swept to the floor (see 3 above), dropping anything hand­
through internal bleeding until medical attention is receiv­ held, and loses D4 Wounds per round until medical atten­
ed. Even then, your opponent will be totally incapacitated tion is received. Roll all criticals on the Sudden Death